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- #ifndef SKELETONLIT_FORWARD_PASS_LW_INCLUDED
- #define SKELETONLIT_FORWARD_PASS_LW_INCLUDED
- struct appdata {
- float3 pos : POSITION;
- float3 normal : NORMAL;
- half4 color : COLOR;
- float2 uv0 : TEXCOORD0;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- half4 color : COLOR0;
- float2 uv0 : TEXCOORD0;
- float4 pos : SV_POSITION;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- half3 LightweightLightVertexSimplified(float3 positionWS, half3 normalWS) {
- Light mainLight = GetMainLight();
- half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
- half3 diffuseLightColor = LightingLambert(attenuatedLightColor, mainLight.direction, normalWS);
- // Note: we don't add any lighting in the fragment shader, thus we include both variants below
- #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- for (int i = 0; i < GetAdditionalLightsCount(); ++i)
- {
- Light light = GetAdditionalLight(i, positionWS);
- half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
- diffuseLightColor += LightingLambert(attenuatedLightColor, light.direction, normalWS);
- }
- #endif
- return diffuseLightColor;
- }
- VertexOutput vert(appdata v) {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- half4 color = v.color;
- float3 positionWS = TransformObjectToWorld(v.pos);
- half3 fixedNormal = half3(0, 0, -1);
- half3 normalWS = normalize(mul((float3x3)unity_ObjectToWorld, fixedNormal));
- color.rgb = LightweightLightVertexSimplified(positionWS, normalWS);
- // Note: ambient light is also handled via SH.
- half3 vertexSH;
- OUTPUT_SH(normalWS.xyz, vertexSH);
- color.rgb += SAMPLE_GI(input.lightmapUV, vertexSH, normalWS);
- o.color = color;
- o.uv0 = v.uv0;
- o.pos = TransformWorldToHClip(positionWS);
- return o;
- }
- sampler2D _MainTex;
- half4 frag(VertexOutput i) : SV_Target{
- half4 tex = tex2D(_MainTex, i.uv0);
- half4 col;
- #if defined(_STRAIGHT_ALPHA_INPUT)
- col.rgb = tex.rgb * i.color.rgb * tex.a;
- #else
- col.rgb = tex.rgb * i.color.rgb;
- #endif
- col.a = tex.a * i.color.a;
- return col;
- }
- #endif
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