This commit is contained in:
niko
2026-06-28 15:59:12 +02:00
parent 6770571755
commit 14a98a8aff
72 changed files with 4244 additions and 0 deletions
@@ -0,0 +1,221 @@
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
// - no Main Color nor Specular Color
// - specular lighting directions are approximated per vertex
// - writes zero to alpha channel
// - Normalmap uses Tiling/Offset of the Base texture
// - no Deferred Lighting support
// - no Lightmap support
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Projector/Bumped Specular (1 Directional Light)" {
Properties {
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
_ShininessTop ("_ShininessTop", Range (0.03, 1)) = 0.078125
_ShininessBottom ("_ShininessBottom", Range (0.03, 1)) = 0.078125
_ProjectorTex ("Projector Texture", 2D) = "white" {}
_ProjectorFalloffTex ("Falloff Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview novertexlights vertex:vert alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
uniform sampler2D _ProjectorTex;
uniform sampler2D _ProjectorFalloffTex;
uniform float4x4 unity_Projector;
uniform float4x4 unity_ProjectorClip;
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
c.a=s.Alpha;
return c;
}
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 projectorColor = tex2Dproj (_ProjectorTex, UNITY_PROJ_COORD(mul (unity_Projector, i.vertex)));
fixed4 projectorFalloff = tex2Dproj (_ProjectorFalloffTex, UNITY_PROJ_COORD(mul (unity_ProjectorClip, i.vertex)));
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_TEX_APPLY(c,_MainTex,_MainTex);
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
o.Specular = _Shininess;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
float pa = projectorColor.a*projectorFalloff.a;
o.Albedo = c.rgb;
o.Gloss = c.a;
o.Alpha = pa*c.a;
o.Normal = n.rgb;
}
ENDCG
}
FallBack "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: e159fc3483f974f68a54e394d5d0eaa2
timeCreated: 1476342663
licenseType: Store
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _MainTexTop: {instanceID: 0}
- _MainTexBottom: {instanceID: 0}
- _BumpMapTop: {instanceID: 0}
- _BumpMapBottom: {instanceID: 0}
- _ProjectorTex: {fileID: 2800000, guid: 995ffc3e6c2e34c7aab060fd76bd4359, type: 3}
- _ProjectorFalloffTex: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,201 @@
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
// - no Main Color nor Specular Color
// - specular lighting directions are approximated per vertex
// - writes zero to alpha channel
// - Normalmap uses Tiling/Offset of the Base texture
// - no Deferred Lighting support
// - no Lightmap support
// - supports ONLY 1 directional light. Other lights are completely ignored.
Shader "Digicrafts/UV-Free/Mobile/Bumped Specular (1 Directional Light)" {
Properties {
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
_ShininessTop ("_ShininessTop", Range (0.03, 1)) = 0.078125
_ShininessBottom ("_ShininessBottom", Range (0.03, 1)) = 0.078125
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview novertexlights vertex:vert
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_TEX_APPLY(c,_MainTex,_MainTex);
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
o.Specular = _Shininess;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
o.Albedo = c.rgb;
o.Alpha = c.a;
o.Gloss = c.a;
o.Normal = n.rgb;
}
ENDCG
}
FallBack "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 91939e5f0d6b94e80bda2738690583bc
timeCreated: 1472188367
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,223 @@
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
// - no Main Color nor Specular Color
// - specular lighting directions are approximated per vertex
// - writes zero to alpha channel
// - Normalmap uses Tiling/Offset of the Base texture
// - no Deferred Lighting support
// - no Lightmap support
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Projector/Bumped Specular" {
Properties {
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
_ShininessTop ("_ShininessTop", Range (0.03, 1)) = 0.078125
_ShininessBottom ("_ShininessBottom", Range (0.03, 1)) = 0.078125
_ProjectorTex ("Projector Texture", 2D) = "white" {}
_ProjectorFalloffTex ("Falloff Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview vertex:vert alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
uniform sampler2D _ProjectorTex;
uniform sampler2D _ProjectorFalloffTex;
uniform float4x4 unity_Projector;
uniform float4x4 unity_ProjectorClip;
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
c.a=s.Alpha;
return c;
}
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 projectorColor = tex2Dproj (_ProjectorTex, UNITY_PROJ_COORD(mul (unity_Projector, i.vertex)));
fixed4 projectorFalloff = tex2Dproj (_ProjectorFalloffTex, UNITY_PROJ_COORD(mul (unity_ProjectorClip, i.vertex)));
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_TEX_APPLY(c,_MainTex,_MainTex);
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
o.Specular = _Shininess;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
float pa = projectorColor.a*projectorFalloff.a;
// o.Specular *=pc.a;
o.Albedo = c.rgb;
o.Gloss = c.a;
o.Alpha = pa*c.a;
o.Normal = n.rgb;
}
ENDCG
}
FallBack "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: fe9cdece8f8984a6a869eb346d92a995
timeCreated: 1476342663
licenseType: Store
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _MainTexTop: {instanceID: 0}
- _MainTexBottom: {instanceID: 0}
- _BumpMapTop: {instanceID: 0}
- _BumpMapBottom: {instanceID: 0}
- _ProjectorTex: {fileID: 2800000, guid: 995ffc3e6c2e34c7aab060fd76bd4359, type: 3}
- _ProjectorFalloffTex: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+202
View File
@@ -0,0 +1,202 @@
// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
// - no Main Color nor Specular Color
// - specular lighting directions are approximated per vertex
// - writes zero to alpha channel
// - Normalmap uses Tiling/Offset of the Base texture
// - no Deferred Lighting support
// - no Lightmap support
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Bumped Specular" {
Properties {
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
_ShininessTop ("_ShininessTop", Range (0.03, 1)) = 0.078125
_ShininessBottom ("_ShininessBottom", Range (0.03, 1)) = 0.078125
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
CGPROGRAM
#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview vertex:vert
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
{
fixed diff = max (0, dot (s.Normal, lightDir));
fixed nh = max (0, dot (s.Normal, halfDir));
fixed spec = pow (nh, s.Specular*128) * s.Gloss;
fixed4 c;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_TEX_APPLY(c,_MainTex,_MainTex);
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
o.Specular = _Shininess;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
o.Albedo = c.rgb;
o.Gloss = c.a;
o.Alpha = c.a;
o.Normal = n.rgb;
}
ENDCG
}
FallBack "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3dd76ae3f716f45a5aba69a756317ccf
timeCreated: 1472188367
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,184 @@
Shader "Digicrafts/UV-Free/Mobile/Projector/Bumped Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
_ProjectorTex ("Projector Texture", 2D) = "white" {}
_ProjectorFalloffTex ("Falloff Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma surface surf Lambert noforwardadd vertex:vert alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform fixed4 _Color;
uniform sampler2D _ProjectorTex;
uniform sampler2D _ProjectorFalloffTex;
uniform float4x4 unity_Projector;
uniform float4x4 unity_ProjectorClip;
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 projectorColor = tex2Dproj (_ProjectorTex, UNITY_PROJ_COORD(mul (unity_Projector, i.vertex)));
fixed4 projectorFalloff = tex2Dproj (_ProjectorFalloffTex, UNITY_PROJ_COORD(mul (unity_ProjectorClip, i.vertex)));
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex)
DC_UVFREE_APPLY_MAIN_TEX(c)
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFTLEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
float pa = projectorColor.a*projectorFalloff.a;
o.Normal = n.rgb;//*pc.a;//lerp(float3(0,0,1), n.rgb, pa);
o.Albedo = c.rgb;
o.Alpha = pa*c.a;
}
ENDCG
}
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: d84ca1ee3f520440ea163a4cbf984a8a
timeCreated: 1476342618
licenseType: Store
ShaderImporter:
defaultTextures:
- _MainTex: {instanceID: 0}
- _BumpMap: {instanceID: 0}
- _MainTexTop: {instanceID: 0}
- _MainTexBottom: {instanceID: 0}
- _BumpMapTop: {instanceID: 0}
- _BumpMapBottom: {instanceID: 0}
- _ProjectorTex: {fileID: 2800000, guid: 995ffc3e6c2e34c7aab060fd76bd4359, type: 3}
- _ProjectorFalloffTex: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+173
View File
@@ -0,0 +1,173 @@
// Simplified Bumped shader. Differences from regular Bumped one:
// - no Main Color
// - Normalmap uses Tiling/Offset of the Base texture
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Bumped Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1.0
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_BumpScaleTop("Scale", Float) = 1.0
_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
_BumpScaleBottom("Scale", Float) = 1.0
_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 250
//ZWrite On
CGPROGRAM
#pragma surface surf Lambert noforwardadd vertex:vert //alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
uniform sampler2D _MainTex;
uniform half4 _MainTex_ST;
uniform fixed4 _Color;
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex)
DC_UVFREE_APPLY_MAIN_TEX(c)
c*=_Color;
fixed3 n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFTLEFT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
fixed3 top_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
DC_UVFREE_LERP(n,top_n,ratio);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
fixed3 bottom_n = fixed3(1,1,1);
DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
DC_UVFREE_LERP(n,bottom_n,ratio);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
o.Normal = n.rgb;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
//FallBack "Mobile/Diffuse"
CustomEditor "UVFreeMobileShaderGUI"
}
+9
View File
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 3c9e4b9b346884ab48e78836e56a62ad
timeCreated: 1472188367
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,151 @@
// Upgrade NOTE: replaced '_Projector' with 'unity_Projector'
// Upgrade NOTE: replaced '_ProjectorClip' with 'unity_ProjectorClip'
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Projector/Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
_ProjectorTex ("Projector Texture", 2D) = "white" {}
_ProjectorFalloffTex ("Falloff Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
ZWrite Off
ColorMask RGB
Blend SrcAlpha OneMinusSrcAlpha
Offset -1, -1
CGPROGRAM
#pragma surface surf Lambert noforwardadd vertex:vert alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
uniform sampler2D _ProjectorTex;
uniform sampler2D _ProjectorFalloffTex;
uniform float4x4 unity_Projector;
uniform float4x4 unity_ProjectorClip;
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 projectorColor = tex2Dproj (_ProjectorTex, UNITY_PROJ_COORD(mul (unity_Projector, i.vertex)));
fixed4 projectorFalloff = tex2Dproj (_ProjectorFalloffTex, UNITY_PROJ_COORD(mul (unity_ProjectorClip, i.vertex)));
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_APPLY_MAIN_TEX(c)
c*=_Color;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_X(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_X(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_Z(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_Z(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_Y(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_Y(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
float pa = projectorColor.a*projectorFalloff.a;
DC_UVFREE_FINAL(i,c.rgb)
o.Albedo = c.rgb;
o.Alpha = pa*c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 668ce533ebee5410a831688de722cd9e
timeCreated: 1475643340
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
+132
View File
@@ -0,0 +1,132 @@
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
Shader "Digicrafts/UV-Free/Mobile/Diffuse" {
Properties {
_MainTex ("Base (RGB)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
// UV-Free Properties
[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
_Top ("_Top", Float) = 0
_PowerTop ("_PowerTop", Range(0,1)) = 0.5
_ColorTop ("_ColorTop", Color) = (1,1,1,1)
_MainTexTop ("_MainTexTop", 2D) = "white" {}
_Bottom ("_Bottom", Float) = 0
_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 150
CGPROGRAM
#pragma surface surf Lambert noforwardadd vertex:vert alpha
#pragma target 3.0
#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
#pragma shader_feature _UVFREE_WORLDSPACE
#pragma shader_feature _UVFREE_VERTEX_COLOR
//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
#include "../Core/UVFreeCommon.cginc"
uniform sampler2D _MainTex;
uniform fixed4 _MainTex_ST;
uniform fixed4 _Color;
struct Input {
float4 vertex;
float3 objNormal;
DC_UVFREE_WORLD_POS
DC_UVFREE_VCOLOR
INTERNAL_DATA
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
DC_UVFREE_TRANSFER(o,_MainTex)
}
void surf (Input i, inout SurfaceOutput o) {
DC_UVFREE_SETUP(i.objNormal)
fixed4 c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTex);
DC_UVFREE_APPLY_MAIN_TEX(c)
c*=_Color;
// Add top/bottom
#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
if(uv_normal.x>0){
#if _UVFREE_UP_LEFT
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_X(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_RIGHT
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_X(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
if(uv_normal.z>0){
#if _UVFREE_UP_FRONT
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_Z(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_BACK
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_Z(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
if(uv_normal.y>0){
#if _UVFREE_UP_TOP
fixed4 top_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexTop);
DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
DC_UVFREE_VALUE_Y(c,(top_c*_ColorTop),_PowerTop);
#endif
} else {
#if _UVFREE_DOWN_BOTTOM
fixed4 bottom_c = fixed4(1,1,1,1);
DC_UVFREE_UV_APPLY(i,_MainTexBottom);
DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
DC_UVFREE_VALUE_Y(c,(bottom_c*_ColorBottom),_PowerBottom);
#endif
}
#endif
DC_UVFREE_FINAL(i,c.rgb)
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
Fallback "Mobile/VertexLit"
CustomEditor "UVFreeMobileShaderGUI"
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ec87b96573b3a4fd7ae638b09de431df
timeCreated: 1472184139
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant: