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SpaceDroid/Droid 2/Library/Artifacts/ca/ca57695a1a84956fddb5ee8210ab3e6b
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2025-01-17 13:04:56 +01:00
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#define INSTANCING_ON_KEYWORD_DECLARED 1
#define FOG_LINEAR_KEYWORD_DECLARED 1
#define FOG_EXP_KEYWORD_DECLARED 1
#define FOG_EXP2_KEYWORD_DECLARED 1
#line 85 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
// compile directives
#pragma vertex vert_PixShader
#pragma fragment frag_PixShader
#pragma target 3.0
#pragma shader_feature __ GLOW_ON
#pragma glsl
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbasealpha noshadowmask nodynlightmap nodirlightmap nolightmap noshadow
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
// -------- variant for: <when no other keywords are defined>
#if !defined(GLOW_ON) && !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'VertShader'
// writes to per-pixel normal: YES
// writes to emission: YES
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// needs SV_IsFrontFace: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 3 texcoords actually used
// float2 _MainTex
// float2 _FaceTex
// float2 _OutlineTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
// Original surface shader snippet:
#line 73 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
//#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
//#pragma target 3.0
//#pragma shader_feature __ GLOW_ON
//#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
// vertex shader
v2f_PixShader vert_PixShader (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_PixShader o;
UNITY_INITIALIZE_OUTPUT(v2f_PixShader,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Input customInputData;
VertShader (v, customInputData);
o.custompack0.xy = customInputData.param;
o.custompack1.xyz = customInputData.viewDirEnv;
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord1, _FaceTex);
o.pack1.xy = TRANSFORM_TEX(v.texcoord1, _OutlineTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
o.color = v.color;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
COMPUTE_LIGHT_COORDS(o); // pass light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_PixShader (v2f_PixShader IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.uv_MainTex.x = 1.0;
surfIN.uv2_FaceTex.x = 1.0;
surfIN.uv2_OutlineTex.x = 1.0;
surfIN.param.x = 1.0;
surfIN.viewDirEnv.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv2_FaceTex = IN.pack0.zw;
surfIN.uv2_OutlineTex = IN.pack1.xy;
surfIN.param = IN.custompack0.xy;
surfIN.viewDirEnv = IN.custompack1.xyz;
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
surfIN.color = IN.color;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
PixShader (surfIN, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingBlinnPhong (o, worldViewDir, gi);
c.rgb += o.Emission;
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
return c;
}
#endif
// -------- variant for: INSTANCING_ON
#if defined(INSTANCING_ON) && !defined(GLOW_ON)
// Surface shader code generated based on:
// vertex modifier: 'VertShader'
// writes to per-pixel normal: YES
// writes to emission: YES
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// needs SV_IsFrontFace: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 3 texcoords actually used
// float2 _MainTex
// float2 _FaceTex
// float2 _OutlineTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
// Original surface shader snippet:
#line 73 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
//#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
//#pragma target 3.0
//#pragma shader_feature __ GLOW_ON
//#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
// vertex shader
v2f_PixShader vert_PixShader (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_PixShader o;
UNITY_INITIALIZE_OUTPUT(v2f_PixShader,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Input customInputData;
VertShader (v, customInputData);
o.custompack0.xy = customInputData.param;
o.custompack1.xyz = customInputData.viewDirEnv;
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord1, _FaceTex);
o.pack1.xy = TRANSFORM_TEX(v.texcoord1, _OutlineTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
o.color = v.color;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
COMPUTE_LIGHT_COORDS(o); // pass light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_PixShader (v2f_PixShader IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.uv_MainTex.x = 1.0;
surfIN.uv2_FaceTex.x = 1.0;
surfIN.uv2_OutlineTex.x = 1.0;
surfIN.param.x = 1.0;
surfIN.viewDirEnv.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv2_FaceTex = IN.pack0.zw;
surfIN.uv2_OutlineTex = IN.pack1.xy;
surfIN.param = IN.custompack0.xy;
surfIN.viewDirEnv = IN.custompack1.xyz;
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
surfIN.color = IN.color;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
PixShader (surfIN, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingBlinnPhong (o, worldViewDir, gi);
c.rgb += o.Emission;
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
return c;
}
#endif
// -------- variant for: GLOW_ON
#if defined(GLOW_ON) && !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'VertShader'
// writes to per-pixel normal: YES
// writes to emission: YES
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// needs SV_IsFrontFace: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 3 texcoords actually used
// float2 _MainTex
// float2 _FaceTex
// float2 _OutlineTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
// Original surface shader snippet:
#line 73 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
//#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
//#pragma target 3.0
//#pragma shader_feature __ GLOW_ON
//#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
// vertex shader
v2f_PixShader vert_PixShader (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_PixShader o;
UNITY_INITIALIZE_OUTPUT(v2f_PixShader,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Input customInputData;
VertShader (v, customInputData);
o.custompack0.xy = customInputData.param;
o.custompack1.xyz = customInputData.viewDirEnv;
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord1, _FaceTex);
o.pack1.xy = TRANSFORM_TEX(v.texcoord1, _OutlineTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
o.color = v.color;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
COMPUTE_LIGHT_COORDS(o); // pass light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_PixShader (v2f_PixShader IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.uv_MainTex.x = 1.0;
surfIN.uv2_FaceTex.x = 1.0;
surfIN.uv2_OutlineTex.x = 1.0;
surfIN.param.x = 1.0;
surfIN.viewDirEnv.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv2_FaceTex = IN.pack0.zw;
surfIN.uv2_OutlineTex = IN.pack1.xy;
surfIN.param = IN.custompack0.xy;
surfIN.viewDirEnv = IN.custompack1.xyz;
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
surfIN.color = IN.color;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
PixShader (surfIN, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingBlinnPhong (o, worldViewDir, gi);
c.rgb += o.Emission;
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
return c;
}
#endif
// -------- variant for: GLOW_ON INSTANCING_ON
#if defined(GLOW_ON) && defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'VertShader'
// writes to per-pixel normal: YES
// writes to emission: YES
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// needs SV_IsFrontFace: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 3 texcoords actually used
// float2 _MainTex
// float2 _FaceTex
// float2 _OutlineTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
// Original surface shader snippet:
#line 73 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
//#pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
//#pragma target 3.0
//#pragma shader_feature __ GLOW_ON
//#pragma glsl
#include "TMPro_Properties.cginc"
#include "TMPro.cginc"
half _FaceShininess;
half _OutlineShininess;
struct Input
{
fixed4 color : COLOR;
float2 uv_MainTex;
float2 uv2_FaceTex;
float2 uv2_OutlineTex;
float2 param; // Weight, Scale
float3 viewDirEnv;
};
#define BEVEL_ON 1
#include "TMPro_Surface.cginc"
// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD7; // SH
#endif
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
DECLARE_LIGHT_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_PixShader {
UNITY_POSITION(pos);
float4 pack0 : TEXCOORD0; // _MainTex _FaceTex
float2 pack1 : TEXCOORD1; // _OutlineTex
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
fixed4 color : COLOR0;
float2 custompack0 : TEXCOORD5; // param
float3 custompack1 : TEXCOORD6; // viewDirEnv
float4 lmap : TEXCOORD7;
UNITY_FOG_COORDS(8)
DECLARE_LIGHT_COORDS(9)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;
float4 _FaceTex_ST;
float4 _OutlineTex_ST;
// vertex shader
v2f_PixShader vert_PixShader (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_PixShader o;
UNITY_INITIALIZE_OUTPUT(v2f_PixShader,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Input customInputData;
VertShader (v, customInputData);
o.custompack0.xy = customInputData.param;
o.custompack1.xyz = customInputData.viewDirEnv;
o.pos = UnityObjectToClipPos(v.vertex);
o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.pack0.zw = TRANSFORM_TEX(v.texcoord1, _FaceTex);
o.pack1.xy = TRANSFORM_TEX(v.texcoord1, _OutlineTex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
o.color = v.color;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
COMPUTE_LIGHT_COORDS(o); // pass light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_PixShader (v2f_PixShader IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined FOG_COMBINED_WITH_WORLD_POS
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.uv_MainTex.x = 1.0;
surfIN.uv2_FaceTex.x = 1.0;
surfIN.uv2_OutlineTex.x = 1.0;
surfIN.param.x = 1.0;
surfIN.viewDirEnv.x = 1.0;
surfIN.uv_MainTex = IN.pack0.xy;
surfIN.uv2_FaceTex = IN.pack0.zw;
surfIN.uv2_OutlineTex = IN.pack1.xy;
surfIN.param = IN.custompack0.xy;
surfIN.viewDirEnv = IN.custompack1.xyz;
float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
surfIN.color = IN.color;
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
PixShader (surfIN, o);
// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
float3 worldN;
worldN.x = dot(_unity_tbn_0, o.Normal);
worldN.y = dot(_unity_tbn_1, o.Normal);
worldN.z = dot(_unity_tbn_2, o.Normal);
worldN = normalize(worldN);
o.Normal = worldN;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingBlinnPhong_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingBlinnPhong (o, worldViewDir, gi);
c.rgb += o.Emission;
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
return c;
}
#endif
Assets/TextMesh Pro/ShadersTMP_SDF-Surface.shaderÿÿÿÿW¿*•YËJU¬êoÖë__GLOW_ON__
INSTANCING_ON__