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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
}