Pass { Tags{"LightMode" = "LightweightForward"} ${Tags} ${Blending} ${Culling} ${ZTest} ${ZWrite} CGPROGRAM #pragma target 3.0 #pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile_fog #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag #pragma glsl #pragma debug ${Defines} #include "LightweightLighting.cginc" ${Graph} struct GraphVertexOutput { float4 position : POSITION; float4 lwCustom : TEXCOORD0; float4 fogCoord : TEXCOORD1; // x: fogCoord, yzw: vertexColor ${Interpolators} UNITY_VERTEX_OUTPUT_STEREO }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); UNITY_SETUP_INSTANCE_ID(v); GraphVertexOutput o = (GraphVertexOutput)0; UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.position = UnityObjectToClipPos(v.vertex); ${VertexShader} #ifdef LIGHTMAP_ON o.lwCustom.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; #endif float3 lwWNormal = normalize(UnityObjectToWorldNormal(v.normal)); float3 lwWorldPos = mul(unity_ObjectToWorld, v.vertex).xyz; // TODO: change to only support point lights per vertex. This will greatly simplify shader ALU #if defined(_VERTEX_LIGHTS) && defined(_MULTIPLE_LIGHTS) half3 diffuse = half3(1.0, 1.0, 1.0); // pixel lights shaded = min(pixelLights, perObjectLights) // vertex lights shaded = min(vertexLights, perObjectLights) - pixel lights shaded // Therefore vertexStartIndex = pixelLightCount; vertexEndIndex = min(vertexLights, perObjectLights) int vertexLightStart = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); int vertexLightEnd = min(globalLightCount.y, unity_LightIndicesOffsetAndCount.y); for (int lightIter = vertexLightStart; lightIter < vertexLightEnd; ++lightIter) { int lightIndex = unity_4LightIndices0[lightIter]; LightInput lightInput; INITIALIZE_LIGHT(lightInput, lightIndex); half3 lightDirection; half atten = ComputeLightAttenuationVertex(lightInput, lwWNormal, lwWorldPos, lightDirection); o.fogCoord.yzw += LightingLambert(diffuse, lightDirection, lwWNormal, atten); } #endif #if defined(_LIGHT_PROBES_ON) && !defined(LIGHTMAP_ON) o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(lwWNormal, 1))); #endif UNITY_TRANSFER_FOG(o, o.position); return o; } fixed4 frag (GraphVertexOutput IN) : SV_Target { ${LocalPixelShader} SurfaceInputs surfaceInput = (SurfaceInputs)0; ${SurfaceInputs} SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Albedo = float3(0.5, 0.5, 0.5); float3 Specular = float3(0, 0, 0); float Metallic = 0; float3 Normal = float3(0, 0, 1); float3 Emission = 0; float Smoothness = 0.5; float Occlusion = 1; float Alpha = 1; ${SurfaceOutputRemap} #if defined(UNITY_COLORSPACE_GAMMA) Albedo = Albedo * Albedo; Emission = Emission * Emission; #endif return LightweightFragmentPBR( IN.lwCustom, WorldSpacePosition, WorldSpaceNormal, WorldSpaceTangent, WorldSpaceBiTangent, WorldSpaceViewDirection, IN.fogCoord.x, Albedo, Metallic, Specular, Smoothness, Normal, Occlusion, Emission, Alpha); } ENDCG }