128 lines
3.0 KiB
Plaintext
128 lines
3.0 KiB
Plaintext
// GPUInstancer enabled version of Unity built-in shader "Vertexlit"
|
|
|
|
Shader "GPUInstancer/VertexLit" {
|
|
Properties {
|
|
_MainTex ("Main Texture", 2D) = "white" { }
|
|
}
|
|
SubShader {
|
|
Tags { "RenderType"="Opaque" }
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#include "UnityCG.cginc"
|
|
#include "Include/GPUInstancerInclude.cginc"
|
|
#pragma surface surf Lambert
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options procedural:setupGPUI
|
|
|
|
sampler2D _MainTex;
|
|
|
|
struct Input {
|
|
float2 uv_MainTex;
|
|
fixed4 color : COLOR;
|
|
};
|
|
|
|
void surf (Input IN, inout SurfaceOutput o) {
|
|
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color;
|
|
o.Albedo = c.rgb;
|
|
o.Alpha = c.a;
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
SubShader {
|
|
Tags { "RenderType"="Opaque" }
|
|
Pass {
|
|
Tags { "LightMode" = "Vertex" }
|
|
ColorMaterial AmbientAndDiffuse
|
|
Lighting On
|
|
SetTexture [_MainTex] {
|
|
constantColor (1,1,1,1)
|
|
combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP
|
|
}
|
|
}
|
|
|
|
// Lightmapped
|
|
Pass
|
|
{
|
|
Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
|
|
|
|
CGPROGRAM
|
|
#include "UnityCG.cginc"
|
|
#include "Include/GPUInstancerInclude.cginc"
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 2.0
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options procedural:setupGPUI
|
|
#pragma multi_compile_fog
|
|
|
|
#define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
|
|
|
|
float4 _MainTex_ST;
|
|
|
|
struct appdata
|
|
{
|
|
float3 pos : POSITION;
|
|
float3 uv1 : TEXCOORD1;
|
|
float3 uv0 : TEXCOORD0;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv0 : TEXCOORD0;
|
|
float2 uv1 : TEXCOORD1;
|
|
#if USING_FOG
|
|
fixed fog : TEXCOORD2;
|
|
#endif
|
|
float4 pos : SV_POSITION;
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
v2f vert(appdata IN)
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
|
|
#if USING_FOG
|
|
float3 eyePos = UnityObjectToViewPos(IN.pos);
|
|
float fogCoord = length(eyePos.xyz);
|
|
UNITY_CALC_FOG_FACTOR_RAW(fogCoord);
|
|
o.fog = saturate(unityFogFactor);
|
|
#endif
|
|
|
|
o.pos = UnityObjectToClipPos(IN.pos);
|
|
return o;
|
|
}
|
|
|
|
sampler2D _MainTex;
|
|
|
|
fixed4 frag(v2f IN) : SV_Target
|
|
{
|
|
fixed4 col;
|
|
fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy);
|
|
half3 bakedColor = DecodeLightmap(tex);
|
|
|
|
tex = tex2D(_MainTex, IN.uv1.xy);
|
|
col.rgb = tex.rgb * bakedColor;
|
|
col.a = 1.0f;
|
|
|
|
#if USING_FOG
|
|
col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog);
|
|
#endif
|
|
|
|
return col;
|
|
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
}
|