2 Textures_baked_lightmap.shader 2.5 KB

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  1. Shader "MTE/Unlit/2 Textures (no realtime shadow, baked lightmap)"
  2. {
  3. Properties
  4. {
  5. _Control("Control (RGBA)", 2D) = "red" {}
  6. _Splat0("Layer 1", 2D) = "white" {}
  7. _Splat1("Layer 2", 2D) = "white" {}
  8. }
  9. CGINCLUDE
  10. #pragma vertex vert
  11. #pragma fragment frag
  12. #pragma multi_compile_fog
  13. #pragma multi_compile _ LIGHTMAP_ON
  14. #include "UnityCG.cginc"
  15. //#define DEBUG_LIGHTMAP
  16. sampler2D _Control;
  17. float4 _Control_ST;
  18. sampler2D _Splat0,_Splat1;
  19. float4 _Splat0_ST,_Splat1_ST;
  20. struct v2f
  21. {
  22. float4 pos : SV_POSITION;
  23. float4 tc_Control : TEXCOORD0;
  24. float4 tc_Splat01 : TEXCOORD1;
  25. UNITY_FOG_COORDS(2)
  26. };
  27. struct appdata_lightmap
  28. {
  29. float4 vertex : POSITION;
  30. float2 texcoord : TEXCOORD0;
  31. float2 texcoord1 : TEXCOORD1;
  32. float2 fogCoord : TEXCOORD2;
  33. };
  34. v2f vert(appdata_lightmap v)
  35. {
  36. v2f o;
  37. UNITY_INITIALIZE_OUTPUT(v2f, o);
  38. o.pos = UnityObjectToClipPos(v.vertex);
  39. o.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  40. #ifdef LIGHTMAP_ON
  41. o.tc_Control.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;//save lightmap uv in tc_Control.zw
  42. #endif
  43. o.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  44. o.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  45. UNITY_TRANSFER_FOG(o, o.pos);
  46. return o;
  47. }
  48. fixed4 frag(v2f i) : SV_Target
  49. {
  50. half4 splat_control = tex2D(_Control, i.tc_Control.xy);
  51. fixed4 mixedDiffuse = 0.0f;
  52. mixedDiffuse += splat_control.r * tex2D(_Splat0, i.tc_Splat01.xy);
  53. mixedDiffuse += splat_control.g * tex2D(_Splat1, i.tc_Splat01.zw);
  54. fixed4 color = mixedDiffuse;
  55. #ifdef LIGHTMAP_ON
  56. color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.tc_Control.zw));
  57. #endif
  58. UNITY_APPLY_FOG(i.fogCoord, color);
  59. #ifdef DEBUG_LIGHTMAP
  60. color *=
  61. #ifdef LIGHTMAP_ON
  62. fixed4(0,1.0f,0,1.0f);
  63. #else
  64. fixed4(1.0f,0,0,1.0f);
  65. #endif
  66. #endif
  67. return color;
  68. }
  69. ENDCG
  70. SubShader
  71. {
  72. Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
  73. // Without baked lightmap
  74. Pass {
  75. Tags{ "LIGHTMODE" = "Vertex" }
  76. Lighting Off
  77. CGPROGRAM
  78. ENDCG
  79. }
  80. // With baked lightmap
  81. Pass
  82. {
  83. Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
  84. CGPROGRAM
  85. ENDCG
  86. }
  87. }
  88. Fallback "Diffuse"
  89. CustomEditor "MTE.MTEShaderGUI"
  90. }