NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/builtin_shaders-2022.3.17f1/DefaultResourcesExtra/AlphaTest-VertexLit.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Legacy Shaders/Transparent/Cutout/VertexLit" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,0)
_Emission ("Emissive Color", Color) = (0,0,0,0)
[PowerSlider(5.0)] _Shininess ("Shininess", Range (0.1, 1)) = 0.7
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
LOD 100
// Non-lightmapped
Pass {
Tags { "LightMode" = "Vertex" }
Alphatest Greater [_Cutoff]
AlphaToMask True
ColorMask RGB
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Lighting On
SeparateSpecular On
SetTexture [_MainTex] {
Combine texture * primary DOUBLE, texture * primary
}
}
// Lightmapped
Pass
{
Tags{ "LIGHTMODE" = "VertexLM" "QUEUE" = "AlphaTest" "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" }
AlphaToMask On
ColorMask RGB
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#pragma multi_compile_fog
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
float4 unity_Lightmap_ST;
float4 _MainTex_ST;
struct appdata
{
float3 pos : POSITION;
half4 color : COLOR;
float3 uv1 : TEXCOORD1;
float3 uv0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
fixed4 color : COLOR0;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
#if USING_FOG
fixed fog : TEXCOORD3;
#endif
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata IN)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
half4 color = IN.color;
float3 eyePos = UnityObjectToViewPos(IN.pos);
half3 viewDir = 0.0;
o.color = saturate(color);
o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.uv1 = IN.uv1.xy * unity_Lightmap_ST.xy + unity_Lightmap_ST.zw;
o.uv2 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
#if USING_FOG
float fogCoord = length(eyePos.xyz);
UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
o.fog = saturate(unityFogFactor);
#endif
o.pos = UnityObjectToClipPos(IN.pos);
return o;
}
sampler2D _MainTex;
fixed4 _Color;
fixed _Cutoff;
fixed4 frag(v2f IN) : SV_Target
{
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
half4 bakedColor = half4(DecodeLightmap(bakedColorTex), 1.0);
fixed4 col = bakedColor * _Color;
fixed4 tex = tex2D(_MainTex, IN.uv2.xy);
col.rgb = tex.rgb * col.rgb;
col.a = tex.a * IN.color.a;
clip(col.a - _Cutoff);
#if USING_FOG
col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
#endif
return col;
}
ENDCG
}
// Pass to render object as a shadow caster
Pass {
Name "Caster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
float4 frag( v2f i ) : SV_Target
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}