holopy3/Assets/Normal/Examples/Blank Scene Template/Floor/Floor.shader
2020-12-10 15:25:12 +01:00

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Shader "Normal/Examples/Floor" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Tags {"Queue" = "Geometry" "IgnoreProjector"="True" "RenderType" = "Transparent"}
Cull Off
Fog { Mode Global }
ZWrite On
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#pragma multi_compile_fog", UNITY_FOG_COORDS, UNITY_TRANSFER_FOG, UNITY_APPLY_FOG
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert(appdata_tan v) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR {
fixed atten = SHADOW_ATTENUATION(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 c = tex * atten;
c.a = tex.a;
return c;
}
ENDCG
}
Pass {
Tags {"LightMode" = "ForwardAdd"}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile_fog", UNITY_FOG_COORDS, UNITY_TRANSFER_FOG, UNITY_APPLY_FOG
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
LIGHTING_COORDS(1,2)
};
float4 _MainTex_ST;
v2f vert (appdata_tan v) {
v2f o;
o.pos = UnityObjectToClipPos( v.vertex);
o.uv = TRANSFORM_TEX (v.texcoord, _MainTex).xy;
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : COLOR {
fixed atten = SHADOW_ATTENUATION(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 c = tex * atten;
c.a = tex.a;
return c;
}
ENDCG
}
}
FallBack "VertexLit"
}