BakedVertexColorBumpSpec2
Author: Aras Pranckevicius
Description
Similar to builtin Lightmapped/Bumped Specular, but this uses lighting baked into vertex colors instead of a separate lightmap texture. Any additional Unity lights add on top of baked lighting.
Should work on dual texture graphics cards (NVIDIA TNT2, ATI Rage 128 and up).
ShaderLab - BakedVertexColorBumpSpec2.shader
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Shader "Baked Vertex Lighting/Bumped Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} _BumpMap ("Bump (RGB)", 2D) = "bump" {} } SubShader { // Use standard pixel-lighting blending: first pass is opaque, further passes additive Blend AppSrcAdd AppDstAdd // This pass is always drawn. // It draws base texture multipled by per-vertex colors, multiplied by material's color Pass { Tags {"LightMode" = "Always"} // always draw this pass Lighting Off BindChannels { Bind "Vertex", vertex Bind "TexCoord", texcoord Bind "Color", color } SetTexture [_MainTex] { combine primary * texture // multiply vertex color by texture } SetTexture [_MainTex] { constantColor [_Color] combine previous * constant // ...and multiply by material's color } } // This pass is drawn when there are vertex-lit lights. This is just standard // lighting*texture*2 pass, that adds onto baked lighting pass Pass { Tags {"LightMode" = "Vertex"} // draw this pass when there are vertex-lit lights // setup vertex lighting Material { Diffuse [_Color] Shininess [_Shininess] Specular [_SpecColor] } Lighting On SeperateSpecular On ColorMask RGB SetTexture [_MainTex] { combine texture * primary DOUBLE } } // "Paste" all passes named "PPL" from Bumped Specular shader. // They happen to be the ones that implement per-pixel lighting. UsePass "Bumped Specular/PPL" } Fallback "VertexLit" }