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January 19, 2018 15:35
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Dirty-Cheap VertexLightmaps for Unity
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Shader "Unlit/VertexLightmap" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float2 uv2 : TEXCOORD1; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
float3 vColor : COLOR; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
#define VERTEXLIGHTMAP_MIPMAP_LEVEL 0 | |
SamplerState bilinear_clamp_sampler; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
o.vColor.rgb = DecodeLightmap( | |
unity_Lightmap.SampleLevel(bilinear_clamp_sampler, v.uv2 * unity_LightmapST.xy + unity_LightmapST.zw, VERTEXLIGHTMAP_MIPMAP_LEVEL)); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
col.rgb *= i.vColor; //apply lightmap to albedo | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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