Shader "Custom/Baked Vertex Lighting/Vertex Lit Custom" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _Color;
float4 _Emission;
float4 _GlobalTint;
sampler2D _MainTex;
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert (appdata_full v) {
v2f o;
o.pos = mul( UNITY_MATRIX_MVP, v.vertex );
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : COLOR0
{
half4 texCol = tex2D(_MainTex, i.uv);
return saturate(texCol * ( i.color * 1.1 * _Color * _GlobalTint + _Emission) );
//1.1 is in there to brighten slightly, as the raw colors looked too dark
}
ENDCG
}
}
SubShader {
Pass {
Material {
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
ColorMaterial Emission
Lighting On
SeparateSpecular On
SetTexture [_MainTex] {
constantColor [_GlobalTint]
Combine primary * constant, constant * primary
}
SetTexture [_MainTex] {
Combine texture * previous, texture * previous
}
SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant DOUBLE, previous * constant
}
}
}
Fallback " VertexLit", 1
}