Const_47 писал(а):В смысле? Direct Light вам прикрутить?
Shader "Transparent/Diffuse2Sided" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
Category {
Tags {Queue=Transparent}
Alphatest Greater 0
ZWrite Off
ColorMask RGB
//Cull Off
// ------------------------------------------------------------------
// ARB fragment program
SubShader {
// Ambient pass
Pass {
Name "BASE"
Cull Off
Tags {"LightMode" = "PixelOrNone"}
Fog { Color [_AddFog] }
Blend SrcAlpha OneMinusSrcAlpha
Color [_PPLAmbient]
SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary DOUBLE, texture * primary}
}
// Vertex lights
Pass {
Name "BASE"
Cull Off
Tags {"LightMode" = "Vertex"}
Fog { Color [_AddFog] }
Blend SrcAlpha OneMinusSrcAlpha
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] {combine texture * primary DOUBLE, texture * primary}
}
// Pixel lights
Pass {
Name "PPL"
Tags { "LightMode" = "Pixel" }
Blend SrcAlpha One
Fog { Color [_AddFog] }
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma multi_compile_builtin_noshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
V2F_POS_FOG;
LIGHTING_COORDS
float2 uv;
float3 normal;
float3 lightDir;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
uniform sampler2D _MainTex;
uniform float4 _Color;
float4 frag (v2f i) : COLOR
{
half4 texcol = tex2D( _MainTex, i.uv );
half4 c = DiffuseLight( i.lightDir, i.normal, texcol, LIGHT_ATTENUATION(i) );
c.a = texcol.a * _Color.a;
return c;
}
ENDCG
SetTexture [_MainTex] {combine texture}
SetTexture [_LightTexture0] {combine texture}
SetTexture [_LightTextureB0] {combine texture}
}
//Pixel light back
Pass {
Name "PPL"
Cull Front
Tags { "LightMode" = "Pixel" }
Blend SrcAlpha One
Fog { Color [_AddFog] }
CGPROGRAM
#pragma fragment frag
#pragma vertex vert
#pragma multi_compile_builtin_noshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
#include "AutoLight.cginc"
struct v2f {
V2F_POS_FOG;
LIGHTING_COORDS
float2 uv;
float3 normal;
float3 lightDir;
};
uniform float4 _MainTex_ST;
v2f vert (appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = -v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o);
return o;
}
uniform sampler2D _MainTex;
uniform float4 _Color;
float4 frag (v2f i) : COLOR
{
half4 texcol = tex2D( _MainTex, i.uv );
half4 c = DiffuseLight( i.lightDir, i.normal, texcol, LIGHT_ATTENUATION(i) );
c.a = texcol.a * _Color.a;
return c;
}
ENDCG
SetTexture [_MainTex] {combine texture}
SetTexture [_LightTexture0] {combine texture}
SetTexture [_LightTextureB0] {combine texture}
}
}
// ------------------------------------------------------------------
// Radeon 9000
SubShader {
// Ambient pass
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Name "BASE"
Cull Off
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
}
// Vertex lights
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Name "BASE"
Cull Off
Tags {"LightMode" = "Vertex"}
Lighting On
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
SetTexture [_MainTex] {Combine texture * primary DOUBLE, texture * primary}
}
// Pixel lights with 0 light textures
Pass {
Blend SrcAlpha One
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "0"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r2, t1.str; # normal
DOT3 r5.sat, r2, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
}
// Back pixel lights with 0 light textures
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Front
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "0"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
};
uniform float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = -v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r2, t1.str; # normal
DOT3 r5.sat, r2, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
}
// Pixel lights with 1 light texture
Pass {
Blend SrcAlpha One
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "1"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.str; # a = attenuation
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
}
// Back pixel lights with 1 light texture
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Front
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "1"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = -v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.str; # a = attenuation
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
}
// Pixel lights with 2 light textures
Pass {
Blend SrcAlpha One
Name "PPL"
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "2"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
uniform float4x4 _SpotlightProjectionMatrixB0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
float4 LightCoordB0 : TEXCOORD4;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
o.LightCoordB0 = mul(_SpotlightProjectionMatrixB0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.stq_dq; # a = attenuation 1
SampleMap r3, t4.stq_dq; # a = attenuation 2
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MUL r0.rgb, r0, r3.a;
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
SetTexture[_LightTextureB0] {combine texture}
}
// Back pixel lights with 2 light textures
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Front
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "2"
}
CGPROGRAM
#pragma vertex vert
#include "UnityCG.cginc"
uniform float4 _MainTex_ST;
uniform float4x4 _SpotlightProjectionMatrix0;
uniform float4x4 _SpotlightProjectionMatrixB0;
struct v2f {
V2F_POS_FOG;
float2 uv : TEXCOORD0;
float3 normal : TEXCOORD1;
float3 lightDir : TEXCOORD2;
float4 LightCoord0 : TEXCOORD3;
float4 LightCoordB0 : TEXCOORD4;
};
v2f vert(appdata_tan v)
{
v2f o;
PositionFog( v.vertex, o.pos, o.fog );
o.normal = -v.normal;
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.lightDir = ObjSpaceLightDir( v.vertex );
o.LightCoord0 = mul(_SpotlightProjectionMatrix0, v.vertex);
o.LightCoordB0 = mul(_SpotlightProjectionMatrixB0, v.vertex);
return o;
}
ENDCG
Program "" {
SubProgram {
Local 0, [_ModelLightColor0]
Local 1, [_Color]
"!!ATIfs1.0
StartConstants;
CONSTANT c0 = program.local[0];
CONSTANT c1 = program.local[1];
EndConstants;
StartOutputPass;
SampleMap r0, t0.str; # main texture
SampleMap r1, t2.str; # normalized light dir
PassTexCoord r4, t1.str; # normal
SampleMap r2, t3.stq_dq; # a = attenuation 1
SampleMap r3, t4.stq_dq; # a = attenuation 2
DOT3 r5.sat, r4, r1.2x.bias; # R5 = diffuse (N.L)
MUL r0.rgb, r0, r5;
MUL r0.rgb.2x, r0, c0;
MUL r0.rgb, r0, r2.a; # attenuate
MUL r0.rgb, r0, r3.a;
MUL r0.a, r0, c1;
EndPass;
"
}
}
SetTexture[_MainTex] {combine texture}
SetTexture[_CubeNormalize] {combine texture}
SetTexture[_LightTexture0] {combine texture}
SetTexture[_LightTextureB0] {combine texture}
}
}
// ------------------------------------------------------------------
// Radeon 7000
Category {
Material {
Diffuse [_Color]
Emission [_PPLAmbient]
}
Lighting On
Fog { Color [_AddFog] }
SubShader {
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Name "BASE"
Cull Off
Tags {"LightMode" = "PixelOrNone"}
Color [_PPLAmbient]
Lighting Off
SetTexture [_MainTex] {Combine texture * primary DOUBLE}
SetTexture [_MainTex] {Combine texture * primary DOUBLE}
SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
}
Pass {
Blend SrcAlpha OneMinusSrcAlpha
Name "BASE"
Cull Off
Tags {"LightMode" = "Vertex"}
SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
}
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Off
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "2"
}
SetTexture [_LightTexture0] { combine previous * texture alpha, previous }
SetTexture [_LightTextureB0] {
combine previous * texture alpha + constant, previous
constantColor [_PPLAmbient]
}
SetTexture [_MainTex] { combine previous * texture DOUBLE, primary * texture}
}
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Off
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "1"
}
SetTexture [_LightTexture0] {
combine previous * texture alpha + constant, previous
constantColor [_PPLAmbient]
}
SetTexture [_MainTex] { combine previous * texture DOUBLE, primary * texture}
}
Pass {
Blend SrcAlpha One
Name "PPL"
Cull Off
Tags {
"LightMode" = "Pixel"
"LightTexCount" = "0"
}
SetTexture [_MainTex] { combine previous * texture DOUBLE, primary * texture}
}
}
// cull back
//
}
}
// Fallback to Alpha Vertex Lit
Fallback "Transparent/VertexLit", 2
}
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