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- Shader /*ase_name*/ "Hidden/Templates/Legacy/Multi Pass Unlit" /*end*/
- {
- Properties
- {
- /*ase_props*/
- }
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 100
- Cull Off
- CGINCLUDE
- #pragma target 3.5
- ENDCG
- /*ase_pass*/
- Pass
- {
- /*ase_main_pass*/
- Name "ForwardBase"
- Tags { "LightMode"="ForwardBase" }
- /*ase_all_modules*/
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fwdbase
- #ifndef UNITY_PASS_FORWARDBASE
- #define UNITY_PASS_FORWARDBASE
- #endif
- #include "UnityCG.cginc"
- /*ase_pragma*/
- /*ase_globals*/
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p;n=n*/
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(1,):sp=sp.xyzw*/
- };
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- o.pos = UnityObjectToClipPos(v.vertex);
- #if ASE_SHADOWS
- #if UNITY_VERSION >= 560
- UNITY_TRANSFER_SHADOW( o, v.texcoord );
- #else
- TRANSFER_SHADOW( o );
- #endif
- #endif
- return o;
- }
- float4 frag (v2f i /*ase_frag_input*/) : SV_Target
- {
- float3 outColor;
- float outAlpha;
- /*ase_frag_code:i=v2f*/
- outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
- outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
- clip(outAlpha);
- return float4(outColor,outAlpha);
- }
- ENDCG
- }
- /*ase_pass*/
- Pass
- {
- Name "ForwardAdd"
- Tags { "LightMode" = "ForwardAdd" }
- ZWrite Off
- Blend One One
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fwdadd_fullshadows
- #ifndef UNITY_PASS_FORWARDADD
- #define UNITY_PASS_FORWARDADD
- #endif
- #include "UnityCG.cginc"
- /*ase_pragma*/
- /*ase_globals*/
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p;n=n*/
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(1,):sp=sp.xyzw*/
- };
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- o.pos = UnityObjectToClipPos(v.vertex);
- #if ASE_SHADOWS
- #if UNITY_VERSION >= 560
- UNITY_TRANSFER_SHADOW( o, v.texcoord );
- #else
- TRANSFER_SHADOW( o );
- #endif
- #endif
- return o;
- }
- float4 frag (v2f i /*ase_frag_input*/) : SV_Target
- {
- float3 outColor;
- float outAlpha;
- /*ase_frag_code:i=v2f*/
- outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
- outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
- clip(outAlpha);
- return float4(outColor,outAlpha);
- }
- ENDCG
- }
- /*ase_pass*/
- Pass
- {
- Name "Deferred"
- Tags { "LightMode" = "Deferred" }
- /*ase_all_modules*/
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_prepassfinal
- #ifndef UNITY_PASS_DEFERRED
- #define UNITY_PASS_DEFERRED
- #endif
- #include "UnityCG.cginc"
- /*ase_pragma*/
- /*ase_globals*/
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p;n=n*/
- };
- struct v2f
- {
- float4 pos : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(1,):sp=sp.xyzw*/
- };
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- o.pos = UnityObjectToClipPos(v.vertex);
- #if ASE_SHADOWS
- #if UNITY_VERSION >= 560
- UNITY_TRANSFER_SHADOW( o, v.texcoord );
- #else
- TRANSFER_SHADOW( o );
- #endif
- #endif
- return o;
- }
- void frag (v2f i /*ase_frag_input*/, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outGBuffer3 : SV_Target3)
- {
- /*ase_frag_code:i=v2f*/
- outGBuffer0 = /*ase_frag_out:GBuffer0;Float4*/0/*end*/;
- outGBuffer1 = /*ase_frag_out:GBuffer1;Float4*/0/*end*/;
- outGBuffer2 = /*ase_frag_out:GBuffer2;Float4*/0/*end*/;
- outGBuffer3 = /*ase_frag_out:GBuffer3;Float4*/0/*end*/;
- }
- ENDCG
- }
- /*ase_pass*/
- Pass
- {
- /*ase_hide_pass:SyncP*/
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
- ZWrite On
- ZTest LEqual
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_shadowcaster
- #ifndef UNITY_PASS_SHADOWCASTER
- #define UNITY_PASS_SHADOWCASTER
- #endif
- #include "UnityCG.cginc"
- /*ase_pragma*/
- /*ase_globals*/
- struct appdata
- {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- /*ase_vdata:p=p;n=n*/
- };
- struct v2f
- {
- V2F_SHADOW_CASTER;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- /*ase_interp(1,):sp=sp.xyzw*/
- };
- v2f vert ( appdata v /*ase_vert_input*/)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- /*ase_vert_code:v=appdata;o=v2f*/
- v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
- return o;
- }
- float4 frag (v2f i /*ase_frag_input*/) : SV_Target
- {
- float3 outColor;
- float outAlpha;
- /*ase_frag_code:i=v2f*/
- outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
- outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
- clip(outAlpha);
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- /*ase_pass_end*/
- }
- CustomEditor "AmplifyShaderEditor.MaterialInspector"
- }
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