Hi guys, I was wondering if is possible to bake lightmaps on a vertex color shader. ty very much!
If you want vertexColor + lightmaps I made a shader for unity 4.x, but last week I repoened the project on unity 5 and I did some changes in order to work in unity5. Here you have
// Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
// Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
// Unlit shader.
// - no lighting
// - lightmap_kj support
// - vertex color
Shader "Custom/unlit+vertexcolor+lightmap" {
Properties
{
_MainTex ("Base", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
struct v2f
{
half4 color : COLOR;
fixed4 pos : SV_POSITION;
fixed2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
fixed4 _MainTex_ST;
#ifdef LIGHTMAP_ON
//fixed4 unity_LightmapST;
// sampler2D unity_Lightmap;
#endif
v2f vert(appdata_full v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f, o); // HLSL compiler needs it on Unity 5
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv[0] = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv[1] = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
o.color = v.color;
return o;
}
fixed4 frag(v2f i) : COLOR
{
fixed4 c = tex2D(_MainTex, i.uv[0]) * i.color;
#ifdef LIGHTMAP_ON
c.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv[1]));
#endif
return c;
}
ENDCG
}
}
}
thank you!
Just noticed this one doesn’t cast or receive shadows
Just realized I us a normal shader for baking then swith to the shader silly me