Shader "Game_XXX/Scenes/HouseShow"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Geometry"}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//------------------add-------------------
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON / LightMap打开或者关闭
//------------------add-------------------
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
//------------------add-------------------
float2 uvLM:TEXCOORD1;/ 第二套UV
//------------------add-------------------
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex: SV_POSITION;
//------------------add-------------------
#ifdef LIGHTMAP_ON
half2 uvLM : TEXCOORD2; / 如果有烘焙图的话,定义lightMapUV
#endif
//------------------add-------------------
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv,_MainTex);
//------------------add-------------------
#ifdef LIGHTMAP_ON
o.uvLM = v.uvLM.xy * unity_LightmapST.xy + unity_LightmapST.zw;/如果有红配图,算UV
#endif
//------------------add-------------------
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
//------------------add-------------------
#ifdef LIGHTMAP_ON
fixed3 lm = ( DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uvLM)));/
col.rgb *= lm;/如果有烘焙图,将烘焙图参与计算
#endif
//------------------add-------------------
return col;
}
ENDCG
}
}
}
亲,如果您觉得本文不错,愿意给我一些动力的话,请用手机扫描二维码即可向我打赏