// Upgrade NOTE: replaced 'defined FOG_COMBINED_WITH_WORLD_POS' with 'defined (FOG_COMBINED_WITH_WORLD_POS)' Shader "Kinect/UserMeshVShader" { Properties { _Color ("Color", Color) = (1,1,1,1) _ColorTex ("Albedo (RGB)", 2D) = "white" {} _MaxEdgeLen("Max edge length", Range(0.01, 0.5)) = 0.1 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Opaque" "IgnoreProjector" = "True" } LOD 200 Cull Off Blend Off // ------------------------------------------------------------ // Surface shader code generated out of a CGPROGRAM block: // ---- forward rendering base pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data // no lightmaps: #ifndef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD6; // SH #endif UNITY_LIGHTING_COORDS(7,8) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD6; // SH #endif UNITY_FOG_COORDS(7) UNITY_SHADOW_COORDS(8) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // with lightmaps: #ifdef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; UNITY_LIGHTING_COORDS(7,8) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; UNITY_FOG_COORDS(7) UNITY_SHADOW_COORDS(8) #ifdef DIRLIGHTMAP_COMBINED float3 tSpace0 : TEXCOORD9; float3 tSpace1 : TEXCOORD10; float3 tSpace2 : TEXCOORD11; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif // !LIGHTMAP_ON UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader #ifdef FOG_COMBINED_WITH_TSPACE UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader #else UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader #endif return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingLambert (o, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data // no lightmaps: #ifndef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD6; // SH #endif UNITY_LIGHTING_COORDS(7,8) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD6; // SH #endif UNITY_FOG_COORDS(7) UNITY_SHADOW_COORDS(8) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD9; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // with lightmaps: #ifdef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_WORLD_POS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; UNITY_LIGHTING_COORDS(7,8) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; UNITY_FOG_COORDS(7) UNITY_SHADOW_COORDS(8) #ifdef DIRLIGHTMAP_COMBINED float3 tSpace0 : TEXCOORD9; float3 tSpace1 : TEXCOORD10; float3 tSpace2 : TEXCOORD11; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif // !LIGHTMAP_ON UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader #ifdef FOG_COMBINED_WITH_TSPACE UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader #else UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader #endif return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingLambert (o, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- forward rendering additive lights pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal UNITY_LIGHTING_COORDS(6,7) UNITY_FOG_COORDS(8) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; c += LightingLambert (o, gi); c.a = 0.0; UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- deferred lighting base geometry pass: Pass { Name "PREPASS" Tags { "LightMode" = "PrePassBase" } CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 0 texcoords actually used #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // output normal and specular fixed4 res; res.rgb = o.Normal * 0.5 + 0.5; res.a = o.Specular; return res; } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 0 texcoords actually used #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float3 worldNormal : TEXCOORD0; float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); // output normal and specular fixed4 res; res.rgb = o.Normal * 0.5 + 0.5; res.a = o.Specular; return res; } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- deferred lighting final pass: Pass { Name "PREPASS" Tags { "LightMode" = "PrePassFinal" } ZWrite Off CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal float4 screen : TEXCOORD5; float4 lmap : TEXCOORD6; #ifndef LIGHTMAP_ON float3 vlight : TEXCOORD7; #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD7; #endif #endif UNITY_FOG_COORDS(8) #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) float3 tSpace0 : TEXCOORD9; float3 tSpace1 : TEXCOORD10; float3 tSpace2 : TEXCOORD11; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos.xyz = worldPos; o.screen = ComputeScreenPos (o.pos); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; float3 worldN = UnityObjectToWorldNormal(v.normal); o.vlight = ShadeSH9 (float4(worldN,1.0)); #endif UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } sampler2D _LightBuffer; sampler2D _CameraNormalsTexture; #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen)); #if defined (SHADER_API_MOBILE) light = max(light, half4(0.001, 0.001, 0.001, 0.001)); #endif #ifndef UNITY_HDR_ON light = -log2(light); #endif #ifdef LIGHTMAP_ON #ifdef DIRLIGHTMAP_OFF // single lightmap fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed3 lm = DecodeLightmap (lmtex); light.rgb += lm; #elif DIRLIGHTMAP_COMBINED half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen)); half3 normal = nspec.rgb * 2 - 1; o.Normal = normalize(normal); // directional lightmaps fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); half4 lm = half4(DecodeLightmap(lmtex), 0); light += lm; #endif // DIRLIGHTMAP_OFF #else light.rgb += IN.vlight; #endif // LIGHTMAP_ON #ifdef DYNAMICLIGHTMAP_ON fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw); light.rgb += DecodeRealtimeLightmap (dynlmtex); #endif half4 c = LightingLambert_PrePass (o, light); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal float4 screen : TEXCOORD5; float4 lmap : TEXCOORD6; #ifndef LIGHTMAP_ON float3 vlight : TEXCOORD7; #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD7; #endif #endif UNITY_FOG_COORDS(8) #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) float3 tSpace0 : TEXCOORD9; float3 tSpace1 : TEXCOORD10; float3 tSpace2 : TEXCOORD11; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #endif o.worldPos.xyz = worldPos; o.screen = ComputeScreenPos (o.pos); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; float3 worldN = UnityObjectToWorldNormal(v.normal); o.vlight = ShadeSH9 (float4(worldN,1.0)); #endif UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } sampler2D _LightBuffer; sampler2D _CameraNormalsTexture; #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); half4 light = tex2Dproj (_LightBuffer, UNITY_PROJ_COORD(IN.screen)); #if defined (SHADER_API_MOBILE) light = max(light, half4(0.001, 0.001, 0.001, 0.001)); #endif #ifndef UNITY_HDR_ON light = -log2(light); #endif #ifdef LIGHTMAP_ON #ifdef DIRLIGHTMAP_OFF // single lightmap fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); fixed3 lm = DecodeLightmap (lmtex); light.rgb += lm; #elif DIRLIGHTMAP_COMBINED half4 nspec = tex2Dproj (_CameraNormalsTexture, UNITY_PROJ_COORD(IN.screen)); half3 normal = nspec.rgb * 2 - 1; o.Normal = normalize(normal); // directional lightmaps fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy); half4 lm = half4(DecodeLightmap(lmtex), 0); light += lm; #endif // DIRLIGHTMAP_OFF #else light.rgb += IN.vlight; #endif // LIGHTMAP_ON #ifdef DYNAMICLIGHTMAP_ON fixed4 dynlmtex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, IN.lmap.zw); light.rgb += DecodeRealtimeLightmap (dynlmtex); #endif half4 c = LightingLambert_PrePass (o, light); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- deferred shading pass: Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma exclude_renderers nomrt #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD7; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD7; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader void frag_surf (v2f_surf IN, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif ) { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); fixed3 originalNormal = o.Normal; half atten = 1; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2); #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: YES // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; float4 vertexPos : TEXCOORD3; // vertexPos uint2 idxMask : TEXCOORD4; // idx mask //float3 normal : TEXCOORD5; // normal float4 lmap : TEXCOORD6; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD7; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD7; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityObjectToClipPos(v.vertex); o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader void frag_surf (v2f_surf IN, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif ) { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function surf (surfIN, o); fixed3 originalNormal = o.Normal; half atten = 1; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingLambert_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2); #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- shadow caster pass: Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 0 texcoords actually used #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 0 texcoords actually used #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" // vertex-to-fragment interpolation data struct v2f_surf { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- meta information extraction pass: Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma geometry geom_tri_surf #pragma target 5.0 #pragma exclude_renderers d3d11_9x #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD5; float4 lightCoord : TEXCOORD6; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; metaIN.SpecularColor = o.Specular; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } #include "SceneMeshGShader.cginc" #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'vert' // writes to per-pixel normal: no // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: no // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: no // reads from normal: no // 1 texcoords actually used // float2 _ColorTex #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal // Original surface shader snippet: #line 15 "" #ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING #endif /* UNITY: Original start of shader */ //#pragma target 5.0 //#pragma surface surf Lambert vertex:vert addshadow //#pragma exclude_renderers d3d11_9x #include "SceneMeshVShader.cginc" #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 uv_ColorTex : TEXCOORD0; // _ColorTex float3 worldPos : TEXCOORD1; float4 vertexPos : TEXCOORD2; // vertexPos uint2 idxMask : TEXCOORD3; // idx mask //float3 normal : TEXCOORD4; // normal #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD5; float4 lightCoord : TEXCOORD6; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _ColorTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); Input customInputData; vert_body (v, customInputData); o.vertexPos.xyzw = customInputData.vertexPos; o.idxMask.x = customInputData.idx; o.idxMask.y = customInputData.mask; //o.normal.xyz = customInputData.normal; o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.uv_ColorTex.xy = TRANSFORM_TEX(v.texcoord, _ColorTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_ColorTex.x = 1.0; surfIN.vertexPos.x = 1.0; //surfIN.normal.x = 1.0; surfIN.uv_ColorTex = IN.uv_ColorTex.xy; surfIN.vertexPos = IN.vertexPos.xyzw; surfIN.idx = IN.idxMask.x; surfIN.mask = IN.idxMask.y; //surfIN.normal = IN.normal.xyz; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; metaIN.SpecularColor = o.Specular; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } #include "SceneMeshGShader.cginc" #endif ENDCG } // ---- end of surface shader generated code #LINE 26 } FallBack "Diffuse" }