holopy3/Assets/PlattarExporter/UnityGLTF/Shaders/GLTFConstant.cginc

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2021-01-28 12:07:52 +00:00
#include "UnityCG.cginc"
uniform fixed4 _AmbientFactor;
uniform fixed4 _EmissionColor;
uniform fixed4 _LightFactor;
uniform half _Cutoff;
#ifdef EMISSION_MAP_ON
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform half _EmissionUV;
#endif
#ifdef LIGHTMAP_ON
uniform sampler2D _LightMap;
uniform float4 _LightMap_ST;
uniform half _LightUV;
#endif
struct vertexInput {
float4 vertex : POSITION;
#ifdef VERTEX_COLOR_ON
fixed4 color : COLOR;
#endif
#if defined(EMISSION_MAP_ON) || defined(LIGHTMAP_ON)
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
#endif
};
struct vertexOutput {
float4 pos : SV_POSITION;
#ifdef VERTEX_COLOR_ON
fixed4 color : COLOR;
#endif
#ifdef EMISSION_MAP_ON
float2 emissionCoord : TEXCOORD0;
#endif
#ifdef LIGHTMAP_ON
float2 lightmapCoord : TEXCOORD1;
#endif
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
#ifdef EMISSION_MAP_ON
float2 emissionCoord =
(_EmissionUV == 0) * input.uv0 +
(_EmissionUV == 1) * input.uv1;
output.emissionCoord = TRANSFORM_TEX(emissionCoord, _EmissionMap);
#endif
#ifdef LIGHTMAP_ON
float2 lightmapCoord =
(_LightUV == 0) * input.uv0 +
(_LightUV == 1) * input.uv1;
output.lightmapCoord = TRANSFORM_TEX(lightmapCoord, _LightMap);
#endif
output.pos = UnityObjectToClipPos(input.vertex);
#ifdef VERTEX_COLOR_ON
output.color = (fixed4) input.color;
#endif
return output;
}
fixed4 frag(vertexOutput input) : COLOR
{
fixed4 finalColor = _EmissionColor;
#ifdef EMISSION_MAP_ON
finalColor *= tex2D(_EmissionMap, input.emissionCoord);
#endif
#ifdef _ALPHATEST_ON
if (finalColor.a < _Cutoff) {
discard;
}
#endif
#ifdef VERTEX_COLOR_ON
finalColor *= fixed4(input.color.rgb, 1);
#endif
#ifdef LIGHTMAP_ON
fixed4 lightmapColor = tex2D(_LightMap, input.lightmapCoord);
finalColor = lerp(finalColor, finalColor*lightmapColor, fixed4(_LightFactor.rgb, 0));
#endif
fixed4 ambient = unity_AmbientSky * _AmbientFactor;
finalColor = ambient + finalColor;
return finalColor;
}