103 lines
3.3 KiB
GLSL
103 lines
3.3 KiB
GLSL
// SPDX-FileCopyrightText: 2023 Unity Technologies and the glTFast authors
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// SPDX-License-Identifier: Apache-2.0
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// Based on Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Unlit shader. Simplest possible textured shader.
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// - no lighting
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// - no lightmap support
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// - no per-material color
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Shader "glTF/Unlit" {
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Properties {
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[MainColor] baseColorFactor ("Main Color", Color) = (1,1,1,1)
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[MainTexture] baseColorTexture ("Base (RGB)", 2D) = "white" {}
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baseColorTexture_Rotation ("Texture rotation", Vector) = (0,0,0,0)
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[Enum(UV0,0,UV1,1)] baseColorTexture_texCoord ("Base Color Map UV Set", Float) = 0
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alphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _Mode ("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend ("__src", Float) = 1.0
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[HideInInspector] _DstBlend ("__dst", Float) = 0.0
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[HideInInspector] _ZWrite ("__zw", Float) = 1.0
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[Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 2.0
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}
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SubShader {
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LOD 100
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Pass {
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Blend [_SrcBlend] [_DstBlend]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_fog
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#pragma shader_feature_local _TEXTURE_TRANSFORM
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#pragma shader_feature_local _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
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#include "UnityCG.cginc"
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#include "glTFIncludes/glTFUnityStandardInput.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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float pointSize : PSIZE;
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UNITY_FOG_COORDS(1)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert (appdata_t v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = TexCoordsSingle((baseColorTexture_texCoord==0)?v.texcoord0:v.texcoord1, baseColorTexture);
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UNITY_TRANSFER_FOG(o,o.vertex);
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#ifdef UNITY_COLORSPACE_GAMMA
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o.color.rgb = LinearToGammaSpace(v.color.rgb);
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o.color.a = v.color.a;
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#else
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o.color = v.color;
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#endif
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o.pointSize = 1;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(baseColorTexture, i.texcoord);
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#ifndef UNITY_COLORSPACE_GAMMA
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col.a = GammaToLinearSpace(col.a);
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#endif
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col *= baseColorFactor;
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col *= i.color;
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#ifdef _ALPHATEST_ON
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clip(col.a - alphaCutoff);
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#endif
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UNITY_APPLY_FOG(i.fogCoord, col);
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#if !defined(_ALPHATEST_ON) && !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)
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UNITY_OPAQUE_ALPHA(col.a);
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#endif
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return col;
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}
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ENDCG
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}
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}
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}
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