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Shader "Custom/UnlitLightMapEmissive"
{
Properties
{
_Color ("Main Color", COLOR) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_LightMap ("LightMap", 2D) = "white" {}
_LightStrength ("light Strength", Range (0,5)) = 1
_Emission ("Emission", Range (0,1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
UNITY_FOG_COORDS(2)
float4 vertex : SV_POSITION;
};
uniform sampler2D _MainTex;
uniform sampler2D _LightMap;
uniform float _LightStrength;
uniform float _Emission;
fixed4 _Color;
float4 _MainTex_ST;
float4 _LightMap_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv2, _LightMap);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 lm = tex2D(_LightMap, i.uv2);
float4 col = tex * ((lm * _LightStrength) + _Emission) * _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}