Properties {
[NoScaleOffset] _MainTex ("Albedo", 2D) = "white" {}
}
SubShader
{
Pass
{
Tags {"LightMode"="ForwardBase"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
// shadow helper functions and macros
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight
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);
// 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
}
// shadow casting support
// UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
Pass
{
//Shadow pass
Tags {"LightMode"="ShadowCaster"}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
v2f vert(appdata_base v)
{
v2f o;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
}
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