128 lines
2.7 KiB
Plaintext
128 lines
2.7 KiB
Plaintext
Shader /*ase_name*/ "Hidden/Templates/Legacy/UnlitLightmap" /*end*/
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{
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Properties
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{
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/*ase_props*/
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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/*ase_all_modules*/
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CGINCLUDE
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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ENDCG
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Pass
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{
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/*ase_main_pass*/
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Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" }
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Name "Unlit LM"
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CGPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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/*ase_pragma*/
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p*/
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(0,):sp=sp.xyzw*/
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};
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/*ase_globals*/
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v2f vert ( appdata v /*ase_vert_input*/)
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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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UNITY_TRANSFER_INSTANCE_ID(v, o);
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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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fixed4 finalColor;
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/*ase_frag_code:i=v2f*/
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finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
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return finalColor;
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}
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ENDCG
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}
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Pass
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{
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/*ase_hide_pass*/
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Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" }
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Name "Unlit LM Mobile"
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CGPROGRAM
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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/*ase_pragma*/
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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/*ase_vdata:p=p*/
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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/*ase_interp(0,):sp=sp.xyzw*/
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};
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/*ase_globals*/
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v2f vert ( appdata v /*ase_vert_input*/)
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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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/*ase_vert_code:v=appdata;o=v2f*/
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v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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fixed4 finalColor;
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/*ase_frag_code:i=v2f*/
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finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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}
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