// GPUInstancer enabled version of Unity built-in shader "Vertexlit" Shader "GPUInstancer/VertexLit" { Properties { _MainTex ("Main Texture", 2D) = "white" { } } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #include "UnityCG.cginc" #include "Include/GPUInstancerInclude.cginc" #pragma surface surf Lambert #pragma multi_compile_instancing #pragma instancing_options procedural:setupGPUI sampler2D _MainTex; struct Input { float2 uv_MainTex; fixed4 color : COLOR; }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * IN.color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } SubShader { Tags { "RenderType"="Opaque" } Pass { Tags { "LightMode" = "Vertex" } ColorMaterial AmbientAndDiffuse Lighting On SetTexture [_MainTex] { constantColor (1,1,1,1) combine texture * primary DOUBLE, constant // UNITY_OPAQUE_ALPHA_FFP } } // Lightmapped Pass { Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" } CGPROGRAM #include "UnityCG.cginc" #include "Include/GPUInstancerInclude.cginc" #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_instancing #pragma instancing_options procedural:setupGPUI #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) float4 _MainTex_ST; struct appdata { float3 pos : POSITION; float3 uv1 : TEXCOORD1; float3 uv0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; #if USING_FOG fixed fog : TEXCOORD2; #endif float4 pos : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata IN) { v2f o; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; #if USING_FOG float3 eyePos = UnityObjectToViewPos(IN.pos); float fogCoord = length(eyePos.xyz); UNITY_CALC_FOG_FACTOR_RAW(fogCoord); o.fog = saturate(unityFogFactor); #endif o.pos = UnityObjectToClipPos(IN.pos); return o; } sampler2D _MainTex; fixed4 frag(v2f IN) : SV_Target { fixed4 col; fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy); half3 bakedColor = DecodeLightmap(tex); tex = tex2D(_MainTex, IN.uv1.xy); col.rgb = tex.rgb * bakedColor; col.a = 1.0f; #if USING_FOG col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); #endif return col; } ENDCG } } }