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Example depicting applying Unity lightmapping data to a simple diffuse shader.
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Shader "Diffuse Lightmap" { | |
Properties { | |
_MainTex ("Texture 1", 2D) = "white" {} | |
} | |
SubShader { | |
Tags { "RenderType" = "Opaque" } | |
Pass { | |
// Disable lighting, we're only using the lightmap | |
Lighting Off | |
CGPROGRAM | |
// Must be a vert/frag shader, not a surface shader: the necessary variables | |
// won't be defined yet for surface shaders. | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct v2f { | |
float4 pos : SV_POSITION; | |
float2 uv0 : TEXCOORD0; | |
float2 uv1 : TEXCOORD1; | |
}; | |
struct appdata_lightmap { | |
float4 vertex : POSITION; | |
float2 texcoord : TEXCOORD0; | |
float2 texcoord1 : TEXCOORD1; | |
}; | |
// These are prepopulated by Unity | |
sampler2D unity_Lightmap; | |
float4 unity_LightmapST; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; // Define this since its expected by TRANSFORM_TEX; it is also pre-populated by Unity. | |
v2f vert(appdata_lightmap i) { | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, i.vertex); | |
// UnityCG.cginc - Transforms 2D UV by scale/bias property | |
// #define TRANSFORM_TEX(tex,name) (tex.xy * name##_ST.xy + name##_ST.zw) | |
o.uv0 = TRANSFORM_TEX(i.texcoord, _MainTex); | |
// Use `unity_LightmapST` NOT `unity_Lightmap_ST` | |
o.uv1 = i.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; | |
return o; | |
} | |
half4 frag(v2f i) : COLOR { | |
half4 main_color = tex2D(_MainTex, i.uv0); | |
// Decodes lightmaps: | |
// - doubleLDR encoded on GLES | |
// - RGBM encoded with range [0;8] on other platforms using surface shaders | |
// inline fixed3 DecodeLightmap(fixed4 color) { | |
// #if defined(SHADER_API_GLES) && defined(SHADER_API_MOBILE) | |
// return 2.0 * color.rgb; | |
// #else | |
// return (8.0 * color.a) * color.rgb; | |
// #endif | |
// } | |
main_color.rgb *= DecodeLightmap(tex2D(unity_Lightmap, i.uv1)); | |
return main_color; | |
} | |
ENDCG | |
} | |
} | |
} |
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