BakedVertexColorLighting
Author: Joachim Ante
Description
Similar to builtin Lightmapped/Vertex Lit, but this uses lighting baked into vertex colors instead of a separate lightmap texture. Any additional Unity lights add on top of baked lighting.
Works on dual texture graphics cards (NVIDIA TNT2, ATI Rage 128 and up).
ShaderLab - BakedVertexColorLighting.shader
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Shader "Baked Vertex Lighting/Vertex Lit" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Spec Color", Color) = (1,1,1,1)
_Emission ("Emmisive Color", Color) = (0,0,0,0)
_Shininess ("Shininess", Range (0.01, 1)) = 0.7
_MainTex ("Base (RGB)", 2D) = "white" { }
}
SubShader {
Pass {
Material {
Diffuse [_Color]
Ambient [_Color]
Shininess [_Shininess]
Specular [_SpecColor]
Emission [_Emission]
}
Lighting On
SeperateSpecular On
SetTexture [_MainTex] {
constantColor [_Color]
Combine texture * primary DOUBLE, texture * constant
}
}
Pass {
Fog { Color(0,0,0,0) }
Blend One One
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "TexCoord", texcoord
Bind "Color", color
}
SetTexture [_MainTex] {
Combine primary * texture
}
SetTexture [_MainTex] {
constantColor [_Color]
Combine previous * constant
}
}
}
}