Unity/TA&Development

[BUILT-IN] Basic shader

김성인 2024. 4. 25. 00:28

[BUILT-IN] Basic shader

 

 

가끔 필요해서 남겨둔다.

Shader "SungIn/Diffuse"
{

	Properties
	{
		_MainTex("Texture", 2D) = "white" {}
	}

	SubShader
	{
		Tags { "RenderType" = "Opaque" }
		LOD 100

		Pass 
		{
			Lighting Off
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"

			#pragma multi_compile_fog

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
			};

			struct v2f 
			{
				float4 vertex : SV_POSITION;
				float2 uv : TEXCOORD0;
				float2 uv1 : TEXCOORD1;

				UNITY_FOG_COORDS(2)
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;


			v2f vert(appdata v) 
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);

				//
				o.uv1 = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;

				UNITY_TRANSFER_FOG(o, o.vertex);
				return o;
			}

			fixed4 frag(v2f i) : COLOR 
			{
				fixed4 color = tex2D(_MainTex, i.uv);

				// 
				color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1));

				UNITY_APPLY_FOG(i.fogCoord, color);
				return color;
			}
			ENDCG
		}
	}
}