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Copy pathMultipleLights.shader
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MultipleLights.shader
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Shader "Unlit/MultipleLights"
{
Properties
{
_MainTex ("Albedo", 2D) = "black" {}
_Specular("Specular", Range(0.0, 200.0)) = 0.1
_Gloss("Glossines", color) = (0.5, 0.5, 0.5, 1.0)
[Toggle(CONSERVATION)] _Conservation ("Energy Conservation", Float) = 0
[Toggle(REFLECTION)] _Reflection ("Reflective", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
Tags {
"LightMode" = "ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature CONSERVATION
#pragma shader_feature REFLECTION
#include "Assets/Includes/CGINCS/GouraudLightning.cginc"
ENDCG
}
Pass
{
Tags {
"LightMode" = "ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature CONSERVATION
#pragma shader_feature REFLECTION
#include "Assets/Includes/CGINCS/GouraudLightning.cginc"
ENDCG
}
// Pass
// {
// CGPROGRAM
// #pragma vertex vert
// #pragma fragment frag
// #pragma shader_feature CONSERVATION
// #pragma shader_feature REFLECTION
// #include "GouraudLightning.cginc"
// ENDCG
// }
}
}