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