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- // Upgrade NOTE: commented out 'float4 unity_LightmapST', a built-in variable
- // Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
- Shader "Scene/Light_VertexLit/AlphaTest_Diffuse" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _AlphaTex ("千万不要填,系统用的", 2D) = "white" {}
- _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- }
- SubShader {
- Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
- LOD 200
- AlphaTest Off
-
- Pass{
- Tags { LightMode = Vertex }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _DUMMY _FOG_OF_WAR_ON _FOG_OF_WAR_ON_LOW
- #pragma multi_compile _DUMMY _SEPERATE_ALPHA_TEX_ON
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uvLM : TEXCOORD1;
- };
-
- struct appdata_lightmap {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- fixed _Cutoff;
- v2f vert(appdata_lightmap i) {
- v2f o;
- o.pos = UnityObjectToClipPos(i.vertex);
- o.uv0 = TRANSFORM_TEX(i.texcoord, _MainTex);
- o.uvLM = i.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- return o;
- }
- fixed4 frag(v2f i) : COLOR {
- fixed4 color = tex2D(_MainTex, i.uv0) * _Color;
- clip(color.a - _Cutoff);
- color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM));
- return color;
- }
- ENDCG
- }
-
-
- Pass{
- Tags { LightMode = VertexLM }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _DUMMY _FOG_OF_WAR_ON _FOG_OF_WAR_ON_LOW
- #pragma multi_compile _DUMMY _SEPERATE_ALPHA_TEX_ON
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uvLM : TEXCOORD1;
- };
-
- struct appdata_lightmap {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- fixed _Cutoff;
- v2f vert(appdata_lightmap i) {
- v2f o;
- o.pos = UnityObjectToClipPos(i.vertex);
- o.uv0 = TRANSFORM_TEX(i.texcoord, _MainTex);
- o.uvLM = i.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- return o;
- }
- fixed4 frag(v2f i) : COLOR {
- fixed4 color = tex2D(_MainTex, i.uv0) * _Color;
- clip(color.a - _Cutoff);
- color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM));
- return color;
- }
- ENDCG
- }
- Pass{
- Tags { LightMode = VertexLMRGBM }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile _DUMMY _FOG_OF_WAR_ON _FOG_OF_WAR_ON_LOW
- #pragma multi_compile _DUMMY _SEPERATE_ALPHA_TEX_ON
- #include "UnityCG.cginc"
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- float2 uvLM : TEXCOORD1;
- };
-
- struct appdata_lightmap {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- fixed4 _Color;
- fixed _Cutoff;
- v2f vert(appdata_lightmap i) {
- v2f o;
- o.pos = UnityObjectToClipPos(i.vertex);
- o.uv0 = TRANSFORM_TEX(i.texcoord, _MainTex);
- o.uvLM = i.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- return o;
- }
- fixed4 frag(v2f i) : COLOR {
- fixed4 color = tex2D(_MainTex, i.uv0) * _Color;
- clip(color.a - _Cutoff);
- color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM));
- return color;
- }
- ENDCG
- }
- }
- ////FallBack "Transparent/Cutout/VertexLit"
- }
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