97 lines
No EOL
3.3 KiB
Text
97 lines
No EOL
3.3 KiB
Text
Shader "Normal/Examples/Floor" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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}
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SubShader {
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Tags {"Queue" = "Geometry" "IgnoreProjector"="True" "RenderType" = "Transparent"}
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Cull Off
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Fog { Mode Global }
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ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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Pass {
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog", UNITY_FOG_COORDS, UNITY_TRANSFER_FOG, UNITY_APPLY_FOG
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#pragma fragmentoption ARB_fog_exp2
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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LIGHTING_COORDS(1,2)
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};
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float4 _MainTex_ST;
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v2f vert(appdata_tan v) {
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v2f o;
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o.pos = UnityObjectToClipPos( v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f i) : COLOR {
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fixed atten = SHADOW_ATTENUATION(i);
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fixed4 tex = tex2D(_MainTex, i.uv);
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fixed4 c = tex * atten;
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c.a = tex.a;
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return c;
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}
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ENDCG
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}
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Pass {
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Tags {"LightMode" = "ForwardAdd"}
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog", UNITY_FOG_COORDS, UNITY_TRANSFER_FOG, UNITY_APPLY_FOG
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#pragma fragmentoption ARB_fog_exp2
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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LIGHTING_COORDS(1,2)
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};
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float4 _MainTex_ST;
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v2f vert (appdata_tan v) {
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v2f o;
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o.pos = UnityObjectToClipPos( v.vertex);
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o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
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TRANSFER_VERTEX_TO_FRAGMENT(o);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag(v2f i) : COLOR {
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fixed atten = SHADOW_ATTENUATION(i);
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fixed4 tex = tex2D(_MainTex, i.uv);
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fixed4 c = tex * atten;
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c.a = tex.a;
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return c;
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}
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ENDCG
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}
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}
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FallBack "VertexLit"
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} |