Shader "LightMap"
{
Properties {
_Color ("Main Color", Color) = (1, 1, 1, 1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_LightMap ("Lightmap (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
float4 _MainTex_ST;
float4 _LightMap_ST;
sampler2D _MainTex;
sampler2D _LightMap;
struct appdata_t {
float4 vertex : POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
o.texcoord1 = TRANSFORM_TEX(v.texcoord1, _LightMap);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 c = _Color * tex2D(_MainTex, i.texcoord);
c.rgb *= DecodeLightmap(tex2D(_LightMap, i.texcoord1));
return c;
}
ENDCG
}
}
}
Shader "LightMap"
{
Properties {
_C