UnlitLightmap.shader 2.7 KB

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  1. Shader /*ase_name*/ "Hidden/Templates/Legacy/UnlitLightmap" /*end*/
  2. {
  3. Properties
  4. {
  5. /*ase_props*/
  6. }
  7. SubShader
  8. {
  9. Tags { "RenderType"="Opaque" }
  10. LOD 100
  11. /*ase_all_modules*/
  12. CGINCLUDE
  13. #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
  14. #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
  15. #endif
  16. ENDCG
  17. Pass
  18. {
  19. /*ase_main_pass*/
  20. Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" }
  21. Name "Unlit LM"
  22. CGPROGRAM
  23. #pragma target 3.5
  24. #pragma vertex vert
  25. #pragma fragment frag
  26. #include "UnityCG.cginc"
  27. /*ase_pragma*/
  28. struct appdata
  29. {
  30. float4 vertex : POSITION;
  31. UNITY_VERTEX_INPUT_INSTANCE_ID
  32. /*ase_vdata:p=p*/
  33. };
  34. struct v2f
  35. {
  36. float4 vertex : SV_POSITION;
  37. UNITY_VERTEX_INPUT_INSTANCE_ID
  38. UNITY_VERTEX_OUTPUT_STEREO
  39. /*ase_interp(0,):sp=sp.xyzw*/
  40. };
  41. /*ase_globals*/
  42. v2f vert ( appdata v /*ase_vert_input*/)
  43. {
  44. v2f o;
  45. UNITY_SETUP_INSTANCE_ID(v);
  46. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  47. UNITY_TRANSFER_INSTANCE_ID(v, o);
  48. /*ase_vert_code:v=appdata;o=v2f*/
  49. v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
  50. o.vertex = UnityObjectToClipPos(v.vertex);
  51. return o;
  52. }
  53. fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
  54. {
  55. UNITY_SETUP_INSTANCE_ID( i );
  56. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
  57. fixed4 finalColor;
  58. /*ase_frag_code:i=v2f*/
  59. finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
  60. return finalColor;
  61. }
  62. ENDCG
  63. }
  64. Pass
  65. {
  66. /*ase_hide_pass*/
  67. Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" }
  68. Name "Unlit LM Mobile"
  69. CGPROGRAM
  70. #pragma target 3.5
  71. #pragma vertex vert
  72. #pragma fragment frag
  73. #include "UnityCG.cginc"
  74. /*ase_pragma*/
  75. struct appdata
  76. {
  77. float4 vertex : POSITION;
  78. UNITY_VERTEX_INPUT_INSTANCE_ID
  79. /*ase_vdata:p=p*/
  80. };
  81. struct v2f
  82. {
  83. float4 vertex : SV_POSITION;
  84. UNITY_VERTEX_OUTPUT_STEREO
  85. /*ase_interp(0,):sp=sp.xyzw*/
  86. };
  87. /*ase_globals*/
  88. v2f vert ( appdata v /*ase_vert_input*/)
  89. {
  90. v2f o;
  91. UNITY_SETUP_INSTANCE_ID(v);
  92. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  93. /*ase_vert_code:v=appdata;o=v2f*/
  94. v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
  95. o.vertex = UnityObjectToClipPos(v.vertex);
  96. return o;
  97. }
  98. fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
  99. {
  100. UNITY_SETUP_INSTANCE_ID( i );
  101. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
  102. fixed4 finalColor;
  103. /*ase_frag_code:i=v2f*/
  104. finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
  105. return finalColor;
  106. }
  107. ENDCG
  108. }
  109. }
  110. CustomEditor "AmplifyShaderEditor.MaterialInspector"
  111. }