VertexColorParallaxBump

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Author: Aras Pranckevicius

Description

Just like the builtin ParallaxBump/Diffuse one, only this one takes per-vertex colors into account as well.

Works on vertex/fragment program capable hardware (Radeon 9500, GeForceFX, Intel 9xx).

ShaderLab - VertexColorParallaxBump.shader

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Shader "ParallaxBump/Diffuse VertexColor" {
Properties {
    _Color ("Main Color", Color) = (1,1,1,0.5)
    _Parallax ("Height", Range (0.005, 0.08)) = 0.02
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _BumpMap ("Bumpmap (RGB) Height (A)", 2D) = "bump" {}
}

Category {
    Blend AppSrcAdd AppDstAdd
    Fog { Color [_AddFog] }
    
    // ------------------------------------------------------------------
    // ARB fragment program
    
    SubShader {
        // Ambient pass
        Pass {
            Name "BASE"
            Tags {"LightMode" = "PixelOrNone"}
            BindChannels {
                Bind "Vertex", vertex
                Bind "Normal", normal
                Bind "TexCoord", texcoord
                Bind "Color", color
            }
            SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary, texture * constant}
            SetTexture [_MainTex] {constantColor [_PPLAmbient] Combine previous * constant DOUBLE, previous}
        }
        // Vertex lights
        Pass { 
            Name "BASE"
            Tags {"LightMode" = "Vertex"}
            Lighting On
            Material {
                Diffuse [_Color]
            }
            BindChannels {
                Bind "Vertex", vertex
                Bind "Normal", normal
                Bind "TexCoord", texcoord
                Bind "Color", color
            }
            ColorMaterial AmbientAndDiffuse
            SetTexture [_MainTex] {constantColor [_Color] Combine texture * primary, texture * constant}
            SetTexture [_MainTex] {constantColor [_Color] Combine previous * constant DOUBLE, previous}
        }
        // Pixel lights
        Pass {    
            Name "PPL"
            Tags {
                "LightMode" = "Pixel"
                "LightTexCount" = "012"
            }
                
CGPROGRAM
// profiles arbfp1
// fragment frag
// vertex vert
// autolight 7
// fragmentoption ARB_fog_exp2
// fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"
#include "AutoLight.cginc" 

struct v2f { 
    V2F_POS_FOG;
    float2    uv            : TEXCOORD0;
    float3    viewDirT    : TEXCOORD1;
    float2    uv2            : TEXCOORD2;
    float3    lightDirT    : TEXCOORD3;
    float4    color        : COLOR0;
    V2F_LIGHT_COORDS(TEXCOORD4);
}; 
struct v2f2 { 
    V2F_POS_FOG;
    float2    uv            : TEXCOORD0;
    float3    viewDirT    : TEXCOORD1;
    float2    uv2            : TEXCOORD2;
    float3    lightDirT    : TEXCOORD3;
    float4    color        : COLOR0;
};

struct appdata_tan_color {
    float4 vertex;
    float4 tangent;
    float3 normal;
    float4 texcoord;
    float4 color;
};

v2f vert (appdata_tan_color v)
{
    v2f o;
    PositionFog( v.vertex, o.pos, o.fog );
    o.uv = TRANSFORM_UV(1);
    o.uv2 = TRANSFORM_UV(0);
    o.color = v.color;

    TANGENT_SPACE_ROTATION;
    o.lightDirT = mul( rotation, ObjSpaceLightDir( v.vertex ) );
    o.viewDirT = mul( rotation, ObjSpaceViewDir( v.vertex ) );
    
    PASS_LIGHT_COORDS(2);
    return o;
}

uniform sampler2D _BumpMap : register(s0);
uniform sampler2D _MainTex : register(s1);
uniform float _Parallax;

float4 frag (v2f2 i, LIGHTDECL(TEXUNIT2))  : COLOR
{
    half h = tex2D( _BumpMap, i.uv2 ).w;
    float2 offset = ParallaxOffset( h, _Parallax, i.viewDirT );
    i.uv += offset;
    i.uv2 += offset;
    
    // get normal from the normal map
    half3 normal = tex2D(_BumpMap, i.uv2).xyz * 2 - 1;
        
    half4 texcol = tex2D(_MainTex,i.uv);
    texcol *= i.color;
    
    return DiffuseLight( i.lightDirT, normal, texcol, LIGHTATT );
}
ENDCG  
            SetTexture [_BumpMap] {combine texture}
            SetTexture [_MainTex] {combine texture}
            SetTexture [_LightTexture0] {combine texture}
            SetTexture [_LightTextureB0] {combine texture}
        }
    }
}

FallBack " Bumped", 1

}
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