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You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void vert(inout appdata_full v, out Input o) { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.shadowCoord = mul(unity_WorldToShadow[0], mul(unity_ObjectToWorld, v.vertex)); + } + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + float shadow = 1; +#if defined (SHADOWS_SCREEN) + shadow = unitySampleShadow(IN.shadowCoord); +#endif + o.Albedo = c.rgb * shadow; + // Metallic and smoothness come from slider variables + //o.Metallic = _Metallic; + //o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/Shaders/ShadowOnly.shader.meta b/Assets/Shaders/ShadowOnly.shader.meta new file mode 100644 index 0000000..44f95a1 --- /dev/null +++ b/Assets/Shaders/ShadowOnly.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a64b788b450dd114fbf9b4f05ada2c42 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Standard.mat b/Assets/Shaders/Standard.mat new file mode 100644 index 0000000..68fba6b --- /dev/null +++ b/Assets/Shaders/Standard.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Standard + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void vert(inout appdata_full v, out Input o) { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.shadowCoord = mul(unity_WorldToShadow[0], mul(unity_ObjectToWorld, v.vertex)); + } + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + float shadow = 1; +#if defined (SHADOWS_SCREEN) + shadow = unitySampleShadow(IN.shadowCoord); +#endif + o.Albedo = c.rgb * shadow; + // Metallic and smoothness come from slider variables + //o.Metallic = _Metallic; + //o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/Shaders/ShadowOnly.shader.meta b/Assets/Shaders/ShadowOnly.shader.meta new file mode 100644 index 0000000..44f95a1 --- /dev/null +++ b/Assets/Shaders/ShadowOnly.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a64b788b450dd114fbf9b4f05ada2c42 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Standard.mat b/Assets/Shaders/Standard.mat new file mode 100644 index 0000000..68fba6b --- /dev/null +++ b/Assets/Shaders/Standard.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Standard + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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float check = step(distToFrag - 0.0008, sampleDist); + float check = step(distToFrag - 0.008, sampleDist); // Albedo comes from a texture tinted by color diff --git a/Assets/Shaders/WithCubeFalloffUnlit.shader b/Assets/Shaders/WithCubeFalloffUnlit.shader index 62ee21e..0575bc6 100644 --- a/Assets/Shaders/WithCubeFalloffUnlit.shader +++ b/Assets/Shaders/WithCubeFalloffUnlit.shader @@ -1,77 +1,112 @@ -Shader "Unlit/WithCubeFalloffUnlit" +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Lit/Diffuse With Shadows" { - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo (RGB)", 2D) = "white" {} - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 100 + Properties + { + [NoScaleOffset] _MainTex("Texture", 2D) = "white" {} + } + SubShader + { + Pass + { + Tags {"LightMode" = "ForwardBase"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "Lighting.cginc" - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - // make fog work - #pragma multi_compile_fog + // compile shader into multiple variants, with and without shadows + // (we don't care about any lightmaps yet, so skip these variants) + #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight + // shadow helper functions and macros + #include "AutoLight.cginc" - #include "UnityCG.cginc" + struct v2f + { + float2 uv : TEXCOORD0; + SHADOW_COORDS(1) // put shadows data into TEXCOORD1 + fixed3 diff : COLOR0; + fixed3 ambient : COLOR1; + float4 pos : SV_POSITION; + }; + v2f vert(appdata_base v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.texcoord; + half3 worldNormal = UnityObjectToWorldNormal(v.normal); + half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); + o.diff = nl * _LightColor0.rgb; + o.ambient = ShadeSH9(half4(worldNormal,1)); + // compute shadows data + TRANSFER_SHADOW(o) + return o; + } - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - }; + sampler2D _MainTex; - struct v2f - { - float2 uv : TEXCOORD0; - UNITY_FOG_COORDS(1) - float4 vertex : SV_POSITION; - float3 worldPos: TEXCOORD1; - float depth : TEXCOORD2; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - samplerCUBE _LightCube; - - uniform float4 _Color; - - uniform float4 _LightMapCameraPos; - - v2f vert (appdata v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = TRANSFORM_TEX(v.uv, _MainTex); - o.worldPos = mul(unity_ObjectToWorld, v.vertex); - o.depth = COMPUTE_DEPTH_01; - //UNITY_TRANSFER_FOG(o,o.vertex); - return o; - } - - fixed4 frag (v2f i) : SV_Target - { - float3 toFragment = i.worldPos - _LightMapCameraPos.xyz; - float3 toFragmentDir = normalize(toFragment); - float3 distToFrag = length(toFragment); - - fixed4 c = tex2D(_MainTex, i.uv) * _Color; - - float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w; - - float check = step(distToFrag - 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You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void vert(inout appdata_full v, out Input o) { + UNITY_INITIALIZE_OUTPUT(Input, o); + o.shadowCoord = mul(unity_WorldToShadow[0], mul(unity_ObjectToWorld, v.vertex)); + } + + void surf (Input IN, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; + float shadow = 1; +#if defined (SHADOWS_SCREEN) + shadow = unitySampleShadow(IN.shadowCoord); +#endif + o.Albedo = c.rgb * shadow; + // Metallic and smoothness come from slider variables + //o.Metallic = _Metallic; + //o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/Assets/Shaders/ShadowOnly.shader.meta b/Assets/Shaders/ShadowOnly.shader.meta new file mode 100644 index 0000000..44f95a1 --- /dev/null +++ b/Assets/Shaders/ShadowOnly.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a64b788b450dd114fbf9b4f05ada2c42 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/Standard.mat b/Assets/Shaders/Standard.mat new file mode 100644 index 0000000..68fba6b --- /dev/null +++ b/Assets/Shaders/Standard.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Standard + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailNormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _EmissionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 0.6320754, g: 0.3056324, b: 0.11031505, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} diff --git a/Assets/Shaders/Standard.mat.meta b/Assets/Shaders/Standard.mat.meta new file mode 100644 index 0000000..a1026e3 --- /dev/null +++ b/Assets/Shaders/Standard.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7a93b7a191d13a249b81870b41c31804 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/UnlitFullShadows.shader b/Assets/Shaders/UnlitFullShadows.shader new file mode 100644 index 0000000..14f532f --- /dev/null +++ b/Assets/Shaders/UnlitFullShadows.shader @@ -0,0 +1,119 @@ +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Lit/Diffuse With Shadows" +{ + Properties + { + [NoScaleOffset] _MainTex("Texture", 2D) = "white" {} + _Color("Color", Color) = (1,1,1,1) + } + SubShader + { + Pass + { + Tags {"LightMode" = "ForwardBase"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "Lighting.cginc" + + // compile shader into multiple variants, with and without shadows + // (we don't care about any lightmaps yet, so skip these variants) + #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight + // shadow helper functions and macros + #include "AutoLight.cginc" + + float4 _Color; + + struct v2f + { + float2 uv : TEXCOORD0; + SHADOW_COORDS(1) // put shadows data into TEXCOORD1 + fixed3 diff : COLOR0; + fixed3 ambient : COLOR1; + float4 pos : SV_POSITION; + }; + v2f vert(appdata_base v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.texcoord; + half3 worldNormal = UnityObjectToWorldNormal(v.normal); + half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); + o.diff = nl * _LightColor0.rgb; + o.ambient = ShadeSH9(half4(worldNormal,1)); + // compute shadows data + TRANSFER_SHADOW(o) + return o; + } + + sampler2D _MainTex; + + + + fixed4 frag(v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.uv) * _Color; + // compute shadow attenuation (1.0 = fully lit, 0.0 = fully shadowed) + //fixed shadow = SHADOW_ATTENUATION(i); + //// darken light's illumination with shadow, keep ambient intact + //fixed3 lighting = i.diff * shadow + i.ambient; + //col.rgb *= lighting; + return col; + } + ENDCG +} + +// Forward additive pass (only needed if you care about more lights than 1 directional). + // Can remove if no point/spot light support needed. + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One Zero + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // Include shadowing support for point/spot + #pragma multi_compile_fwdadd_fullshadows + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + struct v2f + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + SHADOW_COORDS(1) + }; + + v2f vert(appdata_full v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader + return o; + } + + uniform float4 _Color; + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 atten = SHADOW_ATTENUATION(IN); // atten, IN, IN.worldPos) + fixed4 c = atten; + // might want to take light color into account? + c.rgb *= /*_LightColor0.rgb **/ _Color.rgb; + return c; + } + + ENDCG + } + + // shadow casting support + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + } +} \ No newline at end of file diff --git a/Assets/Shaders/UnlitFullShadows.shader.meta b/Assets/Shaders/UnlitFullShadows.shader.meta new file mode 100644 index 0000000..7bb75f6 --- /dev/null +++ b/Assets/Shaders/UnlitFullShadows.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5071897c603ff28409ffa0aae4370de2 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Shaders/WithCubeFalloff.shader b/Assets/Shaders/WithCubeFalloff.shader index cd1a3ef..ba8d737 100644 --- a/Assets/Shaders/WithCubeFalloff.shader +++ b/Assets/Shaders/WithCubeFalloff.shader @@ -50,7 +50,7 @@ float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w; - float check = step(distToFrag - 0.0008, sampleDist); + float check = step(distToFrag - 0.008, sampleDist); // Albedo comes from a texture tinted by color diff --git a/Assets/Shaders/WithCubeFalloffUnlit.shader b/Assets/Shaders/WithCubeFalloffUnlit.shader index 62ee21e..0575bc6 100644 --- a/Assets/Shaders/WithCubeFalloffUnlit.shader +++ b/Assets/Shaders/WithCubeFalloffUnlit.shader @@ -1,77 +1,112 @@ -Shader "Unlit/WithCubeFalloffUnlit" +// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Lit/Diffuse With Shadows" { - Properties - { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo (RGB)", 2D) = "white" {} - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 100 + Properties + { + [NoScaleOffset] _MainTex("Texture", 2D) = "white" {} + } + SubShader + { + Pass + { + Tags {"LightMode" = "ForwardBase"} + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + #include "Lighting.cginc" - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - // make fog work - #pragma multi_compile_fog + // compile shader into multiple variants, with and without shadows + // (we don't care about any lightmaps yet, so skip these variants) + #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight + // shadow helper functions and macros + #include "AutoLight.cginc" - #include "UnityCG.cginc" + struct v2f + { + float2 uv : TEXCOORD0; + SHADOW_COORDS(1) // put shadows data into TEXCOORD1 + fixed3 diff : COLOR0; + fixed3 ambient : COLOR1; + float4 pos : SV_POSITION; + }; + v2f vert(appdata_base v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.texcoord; + half3 worldNormal = UnityObjectToWorldNormal(v.normal); + half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); + o.diff = nl * _LightColor0.rgb; + o.ambient = ShadeSH9(half4(worldNormal,1)); + // compute shadows data + TRANSFER_SHADOW(o) + return o; + } - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - }; + sampler2D _MainTex; - struct v2f - { - float2 uv : TEXCOORD0; - UNITY_FOG_COORDS(1) - float4 vertex : SV_POSITION; - float3 worldPos: TEXCOORD1; - float depth : TEXCOORD2; - }; - - sampler2D _MainTex; - float4 _MainTex_ST; - - samplerCUBE _LightCube; - - uniform float4 _Color; - - uniform float4 _LightMapCameraPos; - - v2f vert (appdata v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = TRANSFORM_TEX(v.uv, _MainTex); - o.worldPos = mul(unity_ObjectToWorld, v.vertex); - o.depth = COMPUTE_DEPTH_01; - //UNITY_TRANSFER_FOG(o,o.vertex); - return o; - } - - fixed4 frag (v2f i) : SV_Target - { - float3 toFragment = i.worldPos - _LightMapCameraPos.xyz; - float3 toFragmentDir = normalize(toFragment); - float3 distToFrag = length(toFragment); - - fixed4 c = tex2D(_MainTex, i.uv) * _Color; - - float4 sampleDist = fixed4(texCUBE(_LightCube, toFragmentDir).rgb, 1) * _LightMapCameraPos.w; - - float check = step(distToFrag - 0.02, sampleDist); - - return fixed4(check, check, check, 1); - - //return fixed4(sampleCube.r, 0, 0, 1); - } - ENDCG - } - } + fixed4 frag(v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.uv); + // compute shadow attenuation (1.0 = fully lit, 0.0 = fully shadowed) + fixed shadow = SHADOW_ATTENUATION(i); + // darken light's illumination with shadow, keep ambient intact + fixed3 lighting = i.diff * shadow + i.ambient; + col.rgb *= lighting; + return col; + } + ENDCG } + +// Forward additive pass (only needed if you care about more lights than 1 directional). + // Can remove if no point/spot light support needed. + Pass + { + Name "FORWARD" + Tags { "LightMode" = "ForwardAdd" } + ZWrite Off Blend One One + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + // Include shadowing support for point/spot + #pragma multi_compile_fwdadd_fullshadows + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "AutoLight.cginc" + + struct v2f + { + float4 pos : SV_POSITION; + float3 worldPos : TEXCOORD0; + SHADOW_COORDS(1) + }; + + v2f vert(appdata_full v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex); + o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; + TRANSFER_SHADOW(o); // pass shadow coordinates to pixel shader + return o; + } + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 atten = SHADOW_ATTENUATION(IN); // atten, IN, IN.worldPos) + fixed4 c = atten; + // might want to take light color into account? + c.rgb *= _LightColor0.rgb; + return c; + } + + ENDCG + } + + // shadow casting support + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + } +} \ No newline at end of file diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 1c92a78..b659543 100755 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -13,7 +13,7 @@ - UI - - - - + - NoPointLight - - -