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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" } |
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LOD 300 |
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Pass |
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{ |
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Name "FORWARD" |
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Tags { "LightMode" = "ForwardSinglePass" } |
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Blend [_SrcBlend] [_DstBlend] |
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ZWrite [_ZWrite] |
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CGPROGRAM |
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#pragma target 4.5 |
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// ------------------------------------- |
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#pragma shader_feature _NORMALMAP |
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#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON |
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#pragma shader_feature _EMISSION |
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#pragma shader_feature _SPECGLOSSMAP |
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#pragma shader_feature ___ _DETAIL_MULX2 |
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF |
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF |
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#pragma shader_feature _PARALLAXMAP |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE |
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#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON |
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#pragma multi_compile_fog |
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#pragma vertex vertForward |
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#pragma fragment fragForward |
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#include "UnityStandardForwardMobile.cginc" |
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ENDCG |
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} |
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// ------------------------------------------------------------------ |
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// Base forward pass (directional light, emission, lightmaps, ...) |
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