// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Shader created with Shader Forge v1.27 // Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ // Note: Manually altering this data may prevent you from opening it in Shader Forge /*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:32719,y:32712,varname:node_3138,prsc:2|emission-5273-OUT;n:type:ShaderForge.SFN_Color,id:7241,x:32120,y:32811,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_7241,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_LightAttenuation,id:2224,x:32120,y:32973,varname:node_2224,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:1771,x:32330,y:32633,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_1771,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:5273,x:32504,y:32811,varname:node_5273,prsc:2|A-1771-RGB,B-5918-OUT;n:type:ShaderForge.SFN_Color,id:1234,x:32120,y:32640,ptovrint:False,ptlb:Shadow Color,ptin:_ShadowColor,varname:node_1234,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:0.5,c2:0.5,c3:0.5,c4:1;n:type:ShaderForge.SFN_Lerp,id:5918,x:32330,y:32811,varname:node_5918,prsc:2|A-1234-RGB,B-7241-RGB,T-2224-OUT;proporder:7241-1771-1234;pass:END;sub:END;*/ Shader "CubedParadox/Unit Shadowed" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("MainTex", 2D) = "white" {} _ShadowColor ("Shadow Color", Color) = (0.5,0.5,0.5,1) } SubShader { Tags { "RenderType"="Opaque" } CGPROGRAM #pragma surface surf Lambert addshadow struct Input { float4 color : COLOR; }; void surf(Input IN, inout SurfaceOutput o) { o.Albedo = 1; } ENDCG Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); ////// Emissive: float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); float3 emissive = (_MainTex_var.rgb*lerp(_ShadowColor.rgb,_Color.rgb,attenuation)); float3 finalColor = emissive; return fixed4(finalColor,1); } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #include "Lighting.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _Color; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _ShadowColor; struct VertexInput { float4 vertex : POSITION; float2 texcoord0 : TEXCOORD0; }; struct VertexOutput { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; LIGHTING_COORDS(1,2) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.pos = UnityObjectToClipPos(v.vertex ); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 finalColor = 0; return fixed4(finalColor * 1,0); } ENDCG } } FallBack "Diffuse" CustomEditor "ShaderForgeMaterialInspector" }