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- Shader "Hidden/VD-INDIRECTLIGHTING" {
- Properties {
-
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _Illum ("Illumin (A)", 2D) = "white" {}
-
- }
-
- SubShader {
-
- cull off
- fog {mode off}
- Lighting Off
- LOD 200
- Tags { "RenderType" = "Opaque" }
-
- CGPROGRAM
- #pragma surface surf Lambert addshadow
- half _VDIndirectIntensity;
- half _VDIndirectContrast;
- sampler _MainTex;
- sampler2D _Illum;
- half4 _Color;
-
- struct Input {
- half2 uv_MainTex;
- half2 uv_Illum;
- };
-
- void surf (Input IN, inout SurfaceOutput o) {
- half4 t = tex2D(_MainTex, IN.uv_MainTex);
- half4 c = t * _Color;
- o.Albedo = c * 0.1;
- half4 e = tex2D(_Illum, IN.uv_Illum);
- o.Emission = t.rgb * e.a * _VDIndirectIntensity;
- o.Alpha = 1.0;
-
- }
-
- ENDCG
-
- }
-
- }
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