// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. // Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. /// /// Simple vertex shader that blends static lighting and camera lighting. /// Shader "MixedRealityToolkit/Examples/UnlitTriplanar" { Properties { _Color("Main Color", Color) = (1,1,1,1) _Ambient("Ambient", Range(0.0,1.0)) = 0.4 _LightDir("Light Direction", Vector) = (0.3, 0.8, -0.6, 1.0) _LightIntensity("Light Intensity", Range(0.0, 1.0)) = 0.4 _CameraIntensity("Camera Intensity", Range (0.0, 1.0)) = 0.1 } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; half3 normal : TEXCOORD0; half3 diffuse : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; fixed _Ambient; fixed3 _LightDir; float1 _LightIntensity; float1 _CameraIntensity; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) #define _Color_arr Props UNITY_INSTANCING_BUFFER_END(Props) v2f vert(float4 pos : POSITION, float3 normal : NORMAL, appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.normal = normal; // get camera vector float3 cameraDirection = (_WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, pos).xyz) * _CameraIntensity; // Dot product between normal and light direction for standard // diffuse lambert lighting plus camera vector light. float3 light = _LightDir * _LightIntensity; o.diffuse = max(_Ambient, dot(UnityObjectToWorldNormal(normal), light)) + dot(UnityObjectToWorldNormal(normal), cameraDirection); return o; } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); // Return the color with the diffuse color. return UNITY_ACCESS_INSTANCED_PROP(_Color_arr, _Color) * fixed4(i.diffuse, 1.0); } ENDCG } } }