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-
- Shader "SuYou/Lightmap_Diffuse" {
-
- Properties {
- _MainTex ("Base", 2D) = "white" {}
- }
-
-
- CGINCLUDE
-
-
- sampler2D _MainTex;
-
- ENDCG
-
- SubShader {
- Tags { "RenderType"="Opaque" }
-
- Pass {
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
-
- struct v2f
- {
- half4 pos : SV_POSITION;
- half2 uv : TEXCOORD0;
- #ifdef LIGHTMAP_ON
- half2 uv2 : TEXCOORD1;
- #endif
- UNITY_FOG_COORDS(2)
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
-
- #ifdef LIGHTMAP_ON
- o.uv = v.texcoord;
- o.uv2 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
- #else
- o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
- #endif
-
- UNITY_TRANSFER_FOG(o,o.pos);
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR0
- {
- fixed4 tex = tex2D (_MainTex, i.uv);
-
- #ifdef LIGHTMAP_ON
- fixed3 lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap,i.uv2));
- tex.rgb *= lm;
- #endif
-
- UNITY_APPLY_FOG(i.fogCoord, tex);
- return tex;
- }
-
-
- ENDCG
- }
- }
-
- FallBack Off
- }
-
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