// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified VertexLit shader, optimized for high-poly meshes. Differences from regular VertexLit one:
// - less per-vertex work compared with Mobile-VertexLit
// - supports only DIRECTIONAL lights and ambient term, saves some vertex processing power
// - no per-material color
// - no specular
// - no emission
Shader "Codezone/VertexLitSkew (Only Directional Lights)"
{
Properties
{
_MainTex("Base (RGB)", 2D) = "white" {}
_Offset("Offset", Vector) = (0,0,0,0)
_Skew("Skew", Vector) = (0,0,0,0)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
}
LOD 80
Pass
{
Name "FORWARD"
Tags
{
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 2.0
#pragma multi_compile_fwdbase
#pragma multi_compile_fog
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "AutoLight.cginc"
inline float3 LightingLambertVS(float3 normal, float3 lightDir)
{
fixed diff = max(0, dot(normal, lightDir));
return _LightColor0.rgb * diff;
}
sampler2D _MainTex;
fixed4 _Skew;
fixed4 _Offset;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutput o)
{
half4 c = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = c.rgb;
o.Alpha = c.a;
}
struct v2f_surf
{
float4 pos : SV_POSITION;
float2 pack0 : TEXCOORD0;
#ifndef LIGHTMAP_ON
fixed3 normal : TEXCOORD1;
#endif
#ifdef LIGHTMAP_ON
float2 lmap : TEXCOORD2;
#endif
#ifndef LIGHTMAP_ON
fixed3 vlight : TEXCOORD2;
#endif
LIGHTING_COORDS(3,4)
UNITY_FOG_COORDS(5)
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;
v2f_surf vert_surf(appdata_full v)
{
v2f_surf o;
Vector VScreen = mul(UNITY_MATRIX_MV, v.vertex);
VScreen.x += _Offset.x + (_Skew.x * v.vertex.y);
VScreen.y += _Offset.y + (_Skew.y * v.vertex.y);
VScreen.z += _Offset.z + (_Skew.z * v.vertex.y);
v.vertex = mul(VScreen, UNITY_MATRIX_IT_MV);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
float3 worldN = UnityObjectToWorldNormal(v.normal);
#ifndef LIGHTMAP_ON
o.normal = worldN;
o.vlight = ShadeSH9(float4(worldN,1.0));
o.vlight += LightingLambertVS(worldN, _WorldSpaceLightPos0.xyz);
#endif
TRANSFER_VERTEX_TO_FRAGMENT(o);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag_surf(v2f_surf IN) : SV_Target
{
Input surfIN;
surfIN.uv_MainTex = IN.pack0.xy;
SurfaceOutput o;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
#ifndef LIGHTMAP_ON
o.Normal = IN.normal;
#else
o.Normal = 0;
#endif
surf(surfIN, o);
fixed atten = LIGHT_ATTENUATION(IN);
fixed4 c = 0;
#ifndef LIGHTMAP_ON
c.rgb = o.Albedo * IN.vlight * atten;
#endif
#ifdef LIGHTMAP_ON
fixed3 lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy));
#ifdef SHADOWS_SCREEN
c.rgb += o.Albedo * min(lm, atten * 2);
#else
c.rgb += o.Albedo * lm;
#endif
c.a = o.Alpha;
#endif
UNITY_APPLY_FOG(IN.fogCoord, c);
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
}
FallBack "Mobile/VertexLit"
}
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