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

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// 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"
}