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Revision as of 21:54, 17 January 2012 by NCarter (Talk | contribs)

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Author: Aras Pranckevicius


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"
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