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- Shader "Sprite (Pixel Lit)"
- {
- Properties
- {
- _MainTex ("Main Texture", 2D) = "white" {}
- _Color ("Color", Color) = (1,1,1,1)
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _EmissionColor("Color", Color) = (0,0,0,0)
- _EmissionMap("Emission", 2D) = "white" {}
- _EmissionPower("Emission Power", Float) = 2.0
- _DiffuseRamp ("Diffuse Ramp Texture", 2D) = "gray" {}
- _FixedNormal ("Fixed Normal", Vector) = (0,0,-1,1)
- _ZWrite ("Depth Write", Float) = 1.0
- _Cutoff ("Depth alpha cutoff", Range(0,1)) = 0.5
- _ShadowAlphaCutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
- _OverlayColor ("Overlay Color", Color) = (0,0,0,0)
- _Hue("Hue", Range(-0.5,0.5)) = 0.0
- _Saturation("Saturation", Range(0,2)) = 1.0
- _Brightness("Brightness", Range(0,2)) = 1.0
- _RimPower("Rim Power", Float) = 2.0
- _RimColor ("Rim Color", Color) = (1,1,1,1)
- _BlendTex ("Blend Texture", 2D) = "white" {}
- _BlendAmount ("Blend", Range(0,1)) = 0.0
- [HideInInspector] _SrcBlend ("__src", Float) = 1.0
- [HideInInspector] _DstBlend ("__dst", Float) = 0.0
- [HideInInspector] _RenderQueue ("__queue", Float) = 0.0
- [HideInInspector] _Cull ("__cull", Float) = 0.0
- }
- SubShader
- {
- Tags { "Queue"="Transparent" "RenderType"="Sprite" "AlphaDepth"="False" }
- LOD 200
- Pass
- {
- Name "FORWARD"
- Tags { "LightMode" = "ForwardBase" }
- Blend [_SrcBlend] [_DstBlend]
- ZWrite [_ZWrite]
- ZTest LEqual
- Cull [_Cull]
- CGPROGRAM
- #pragma target 3.0
- #pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
- #pragma shader_feature _ALPHA_CLIP
- #pragma shader_feature _EMISSION
- #pragma shader_feature _RIM_LIGHTING
- #pragma shader_feature _DIFFUSE_RAMP
- #pragma shader_feature _COLOR_ADJUST
- #pragma shader_feature _TEXTURE_BLEND
- #pragma shader_feature _SPHERICAL_HARMONICS
- #pragma shader_feature _FOG
- #pragma multi_compile_fwdbase
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_fog
- #pragma vertex vert
- #pragma fragment fragBase
- #include "SpritePixelLighting.cginc"
- ENDCG
- }
- Pass
- {
- Name "FORWARD_DELTA"
- Tags { "LightMode" = "ForwardAdd" }
- Blend [_SrcBlend] One
- ZWrite Off
- ZTest LEqual
- Cull [_Cull]
- CGPROGRAM
- #pragma target 3.0
- #pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ADDITIVEBLEND _ADDITIVEBLEND_SOFT _MULTIPLYBLEND _MULTIPLYBLEND_X2
- #pragma shader_feature _NORMALMAP
- #pragma shader_feature _ _FIXED_NORMALS _FIXED_NORMALS_BACK_RENDERING
- #pragma shader_feature _ALPHA_CLIP
- #pragma shader_feature _DIFFUSE_RAMP
- #pragma shader_feature _COLOR_ADJUST
- #pragma shader_feature _TEXTURE_BLEND
- #pragma shader_feature _FOG
- #pragma multi_compile_fwdadd_fullshadows
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma multi_compile_fog
- #pragma vertex vert
- #pragma fragment fragAdd
- #include "SpritePixelLighting.cginc"
- ENDCG
- }
- Pass
- {
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
- Offset 1, 1
- Fog { Mode Off }
- ZWrite On
- ZTest LEqual
- Cull Off
- Lighting Off
- CGPROGRAM
- #pragma multi_compile_shadowcaster
- #pragma fragmentoption ARB_precision_hint_fastest
- #pragma vertex vert
- #pragma fragment frag
- #include "SpriteShadows.cginc"
- ENDCG
- }
- }
- FallBack "Game/Sprite Unlit"
- CustomEditor "SpriteShaderGUI"
- }
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