// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Legacy Shaders/Reflective/VertexLit" { Properties { _Color("Main Color", Color) = (1,1,1,1) _ReflectColor("Reflection Color", Color) = (1,1,1,0.5) _MainTex("Base (RGB) RefStrength (A)", 2D) = "white" {} _Cube("Reflection Cubemap", Cube) = "_Skybox" {} } Category { Tags{ "RenderType" = "Opaque" } LOD 150 SubShader { // First pass does reflection cubemap Pass { Name "BASE" Tags{ "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 I : TEXCOORD1; UNITY_FOG_COORDS(2) UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; v2f vert(appdata_tan v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); // calculate world space reflection vector float3 viewDir = WorldSpaceViewDir(v.vertex); float3 worldN = UnityObjectToWorldNormal(v.normal); o.I = reflect(-viewDir, worldN); UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; uniform samplerCUBE _Cube; uniform fixed4 _ReflectColor; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D(_MainTex, i.uv); fixed4 reflcol = texCUBE(_Cube, i.I); reflcol *= texcol.a; fixed4 col = reflcol * _ReflectColor; UNITY_APPLY_FOG(i.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } // Vertex Lit, emulated in shaders (4 lights max, no specular) Pass { Tags{ "LightMode" = "Vertex" } Blend One One ZWrite Off Lighting On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) fixed4 diff : COLOR0; float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; uniform float4 _Color; uniform fixed4 _ReflectColor; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); float4 lighting = float4(ShadeVertexLightsFull(v.vertex, v.normal, 4, true),_ReflectColor.w); o.diff = lighting * _Color; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { fixed4 temp = tex2D(_MainTex, i.uv); fixed4 c; c.xyz = temp.xyz * i.diff.xyz; c.w = temp.w * i.diff.w; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); // fog towards black due to our blend mode UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // Lightmapped Pass { Tags{ "LightMode" = "VertexLM" } Blend One One ZWrite Off ColorMask RGB CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_fog #include "UnityCG.cginc" struct a2v { float4 vertex : POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; UNITY_FOG_COORDS(2) float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; uniform float4x4 unity_LightmapMatrix; v2f vert(a2v v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv,_MainTex); o.uv2 = mul(unity_LightmapMatrix, float4(v.uv2,0,1)).xy; UNITY_TRANSFER_FOG(o,o.pos); return o; } uniform sampler2D _MainTex; uniform fixed4 _Color; fixed4 frag(v2f i) : SV_Target { fixed4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv2); fixed4 lm = fixed4(DecodeLightmap(bakedColorTex), 1); lm *= _Color; fixed4 c = tex2D(_MainTex, i.uv); c.rgb *= lm.rgb; UNITY_APPLY_FOG_COLOR(i.fogCoord, c, fixed4(0,0,0,0)); UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } } } FallBack "Legacy Shaders/VertexLit" }