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| Shader "HHF/Tutorial/GI" { Properties { _Color ("Color",Color) = (1,1,1,1) }
SubShader { Tags { "RenderType"="Opaque" } Pass { Tags {"LightMode" = "ForwardBase"}
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase
#include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #include "../CGIncludes/GI.cginc"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) float4 texcoord1:TEXCOORD1; #endif
float4 texcoord2:TEXCOORD2; };
struct v2f { float4 pos:SV_POSITION; float3 worldPos:TEXCOORD; half3 worldNormal:NORMAL;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) float4 lightmapUV:TEXCOORD1; #endif
#ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh:TEXCOORD2; #endif #endif
UNITY_LIGHTING_COORDS(3,4) };
v2f vert (appdata v) { v2f o = (v2f)0; o.pos = UnityObjectToClipPos(v.vertex); o.worldPos = mul(unity_ObjectToWorld,v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal);
#if defined(LIGHTMAP_ON) o.lightmapUV.xy = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw; #endif
#if defined(DYNAMICLIGHTMAP_ON) o.lightmapUV.zw = v.texcoord1 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif
#ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; #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, o.worldPos, o.worldNormal); #endif o.sh = ShadeSHPerVertex (o.worldNormal, o.sh); #endif #endif UNITY_TRANSFER_LIGHTING(o, v.texcoord2.xy); return o; }
fixed4 frag (v2f i) : SV_Target { SurfaceOutput o; UNITY_INITIALIZE_OUTPUT(SurfaceOutput,o) o.Albedo = 1; o.Normal = i.worldNormal;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos)
UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI,gi); gi.light.color = _LightColor0; gi.light.dir = _WorldSpaceLightPos0; gi.indirect.diffuse = 0; gi.indirect.specular = 0;
UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput,giInput); giInput.light = gi.light; giInput.worldPos = i.worldPos; giInput.worldViewDir = normalize(_WorldSpaceCameraPos - i.worldPos); giInput.atten = atten;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = i.sh; #else giInput.ambient.rgb = 0.0; #endif
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = i.lightmapUV; #endif
gi = UnityGI_Base_(giInput, 1, o.Normal);
fixed4 c = LightingLambert_(o,gi); return c; } ENDCG }
Pass { Tags {"LightMode" = "ForwardAdd"} Blend One One
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdadd #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; half3 normal:NORMAL; };
struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; half3 worldNormal:TEXCOORD1; float3 worldPos:TEXCOORD2; };
v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos = mul(unity_ObjectToWorld,v.vertex); return o; }
fixed4 frag (v2f i) : SV_Target { UNITY_LIGHT_ATTENUATION(atten, 0, i.worldPos) fixed4 LightColor = _LightColor0 * atten; fixed3 N = normalize(i.worldNormal); fixed3 L = _WorldSpaceLightPos0; fixed4 Diffuse = LightColor * max(0,dot(N,L));
return Diffuse; }
ENDCG }
pass { Tags {"LightMode" = "ShadowCaster"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; };
struct v2f { V2F_SHADOW_CASTER; };
v2f vert(appdata v) { v2f o; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; }
fixed4 frag(v2f i):SV_TARGET { SHADOW_CASTER_FRAGMENT(i) }
ENDCG }
Pass { Name "META" Tags { "LightMode" = "Meta" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" #include "UnityMetaPass.cginc"
fixed4 _Color;
struct v2f { float4 pos : SV_POSITION; };
v2f vert (appdata_full v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); return o; }
half4 frag (v2f i) : SV_Target { UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = 1; metaIN.Emission = _Color; return UnityMetaFragment(metaIN); } ENDCG } } }
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