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ScienceLab.WeightAndMass/Assets/Materials/com.gleechi.unity.virtualgrasp/Samples/Onboarding/Shaders/SH_GleechiDiffuse.shader
2026-04-07 03:14:32 +03:00

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Shader "Gleechi/Diffuse"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
[NOSCALEOFFSET] _diffuse("diffuse map", Cube) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float3 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float3 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
samplerCUBE _diffuse;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = UnityObjectToWorldNormal(v.normal);
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * fixed4(i.color,1);
fixed4 diffuseLight = texCUBElod(_diffuse, float4(i.normal, 1));
diffuseLight /= diffuseLight + 1;
return col * diffuseLight;
}
ENDCG
}
}
}