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| 1 | +// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) |
| 2 | +// lights up sprites from both sides |
| 3 | + |
| 4 | +Shader "Sprites/Diffuse (2 Sided Light)" |
| 5 | +{ |
| 6 | + Properties |
| 7 | + { |
| 8 | + [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {} |
| 9 | + _Color("Tint", Color) = (1,1,1,1) |
| 10 | + [MaterialToggle] PixelSnap("Pixel snap", Float) = 0 |
| 11 | + [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) |
| 12 | + [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1) |
| 13 | + [PerRendererData] _AlphaTex("External Alpha", 2D) = "white" {} |
| 14 | + [PerRendererData] _EnableExternalAlpha("Enable External Alpha", Float) = 0 |
| 15 | + } |
| 16 | + |
| 17 | + SubShader |
| 18 | + { |
| 19 | + Tags |
| 20 | + { |
| 21 | + "Queue" = "Transparent" |
| 22 | + "IgnoreProjector" = "True" |
| 23 | + "RenderType" = "Transparent" |
| 24 | + "PreviewType" = "Plane" |
| 25 | + "CanUseSpriteAtlas" = "True" |
| 26 | + } |
| 27 | + |
| 28 | + Cull Off |
| 29 | + Lighting Off |
| 30 | + ZWrite Off |
| 31 | + Blend One OneMinusSrcAlpha |
| 32 | + |
| 33 | + CGPROGRAM |
| 34 | + //#pragma surface surf Lambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing |
| 35 | + #pragma surface surf TwoSidedLambert vertex:vert nofog nolightmap nodynlightmap keepalpha noinstancing |
| 36 | + #pragma multi_compile_local _ PIXELSNAP_ON |
| 37 | + #pragma multi_compile _ ETC1_EXTERNAL_ALPHA |
| 38 | + #include "UnitySprites.cginc" |
| 39 | + |
| 40 | + struct Input |
| 41 | + { |
| 42 | + float2 uv_MainTex; |
| 43 | + fixed4 color; |
| 44 | + }; |
| 45 | + |
| 46 | + // added "abs" 2 sided lighting |
| 47 | + half4 LightingTwoSidedLambert(SurfaceOutput s, half3 lightDir, half atten) { |
| 48 | + half NdotL = abs(dot(s.Normal, lightDir)); |
| 49 | + half4 c; |
| 50 | + c.rgb = s.Albedo * _LightColor0.rgb * (NdotL * atten); |
| 51 | + c.a = s.Alpha; |
| 52 | + return c; |
| 53 | + } |
| 54 | + |
| 55 | + void vert(inout appdata_full v, out Input o) |
| 56 | + { |
| 57 | + v.vertex = UnityFlipSprite(v.vertex, _Flip); |
| 58 | + |
| 59 | + #if defined(PIXELSNAP_ON) |
| 60 | + v.vertex = UnityPixelSnap(v.vertex); |
| 61 | + #endif |
| 62 | + |
| 63 | + //v.normal.z *= -1; |
| 64 | + |
| 65 | + UNITY_INITIALIZE_OUTPUT(Input, o); |
| 66 | + o.color = v.color * _Color * _RendererColor; |
| 67 | + } |
| 68 | + |
| 69 | + void surf(Input IN, inout SurfaceOutput o) |
| 70 | + { |
| 71 | + fixed4 c = SampleSpriteTexture(IN.uv_MainTex) * IN.color; |
| 72 | + o.Albedo = c.rgb * c.a; |
| 73 | + o.Alpha = c.a; |
| 74 | + } |
| 75 | + ENDCG |
| 76 | + } |
| 77 | + |
| 78 | + Fallback "Transparent/VertexLit" |
| 79 | +} |
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