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187 行
8.3 KiB
187 行
8.3 KiB
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_Object2World' with '_Object2World'
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// define Z_TEXTURE_CHANNELS 4
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// define Z_MESH_ATTRIBUTES UV3
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// Z_SHADER_METADATA Polybrush Metadata/z_TextureBlendMobile
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// Important! This is a generated file, any changes will be overwritten
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// when the _SfTexBlendSrc suffixed version of this shader is modified.
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Shader "Polybrush/Texture Blend (Mobile)" {
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Properties {
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_Texture1 ("Texture 1", 2D) = "white" {}
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_Texture2 ("Texture 2", 2D) = "white" {}
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_Texture3 ("Texture 3", 2D) = "white" {}
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_Texture4 ("Texture 4", 2D) = "white" {}
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}
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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Pass {
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Name "FORWARD"
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Tags {
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"LightMode"="ForwardBase"
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDBASE
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#pragma multi_compile_fwdbase_fullshadows
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float4 _LightColor0;
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uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
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uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
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uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
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uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 uv0 : TEXCOORD0;
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float4 uv2 : TEXCOORD1;
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float4 posWorld : TEXCOORD2;
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float3 normalDir : TEXCOORD3;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(4,5)
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UNITY_FOG_COORDS(6)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv2 = v.texcoord2;
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o.vertexColor = v.vertexColor;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3 normalDirection = i.normalDir;
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float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// Diffuse:
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float NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float3 indirectDiffuse = float3(0,0,0);
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indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
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float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a));
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float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1));
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float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2));
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float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3));
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float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4));
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float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb));
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float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse;
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fixed4 finalRGBA = fixed4(finalColor,1);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags {
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"LightMode"="ForwardAdd"
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}
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Blend One One
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define UNITY_PASS_FORWARDADD
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#include "UnityCG.cginc"
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#include "AutoLight.cginc"
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
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#pragma target 3.0
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uniform float4 _LightColor0;
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uniform sampler2D _Texture1; uniform float4 _Texture1_ST;
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uniform sampler2D _Texture2; uniform float4 _Texture2_ST;
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uniform sampler2D _Texture3; uniform float4 _Texture3_ST;
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uniform sampler2D _Texture4; uniform float4 _Texture4_ST;
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 texcoord0 : TEXCOORD0;
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float4 texcoord2 : TEXCOORD2;
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float4 vertexColor : COLOR;
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float4 uv0 : TEXCOORD0;
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float4 uv2 : TEXCOORD1;
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float4 posWorld : TEXCOORD2;
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float3 normalDir : TEXCOORD3;
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float4 vertexColor : COLOR;
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LIGHTING_COORDS(4,5)
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UNITY_FOG_COORDS(6)
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};
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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o.uv0 = v.texcoord0;
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o.uv2 = v.texcoord2;
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o.vertexColor = v.vertexColor;
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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float3 lightColor = _LightColor0.rgb;
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o.pos = UnityObjectToClipPos(v.vertex );
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UNITY_TRANSFER_FOG(o,o.pos);
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TRANSFER_VERTEX_TO_FRAGMENT(o)
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return o;
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}
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float4 frag(VertexOutput i) : COLOR {
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i.normalDir = normalize(i.normalDir);
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float3 normalDirection = i.normalDir;
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float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
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float3 lightColor = _LightColor0.rgb;
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////// Lighting:
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float attenuation = LIGHT_ATTENUATION(i);
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float3 attenColor = attenuation * _LightColor0.xyz;
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/////// Diffuse:
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float NdotL = max(0.0,dot( normalDirection, lightDirection ));
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float3 directDiffuse = max( 0.0, NdotL) * attenColor;
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float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a));
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float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1));
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float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2));
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float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3));
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float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4));
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float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb));
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float3 diffuse = directDiffuse * diffuseColor;
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/// Final Color:
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float3 finalColor = diffuse;
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fixed4 finalRGBA = fixed4(finalColor * 1,0);
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UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
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return finalRGBA;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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CustomEditor "z_BlendMaterialInspector"
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}
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