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Question by Jaywalker · Jul 20, 2011 at 08:02 PM · texturecolorvertex-lit

lightmap plus per material color

Hey,

I'm trying to make the fastest shader for mobile (iOS) with support for: texture, lightmap and per material color. I've got it working by just stripping the Mobile/diffuseDetail shader of its detail texture.

 Shader "Mobile/VertexLitColor" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB)", 2D) = "white" {}
 }
 SubShader {
     
     Pass{
         
         Material{
             Diffuse [_Color]
         }
         
         Lighting On
         SetTexture [_MainTex] { combine texture * primary Double, texture * primary}
     }

 } 
 FallBack "VertexLit", 2

}

Can anyone tell me if this is the faster thing to do or if it's just the same as using a diffuse texture (I only use lights for baking, no realtime lights)

Thanks a lot!


Ok after some great tips/link from Jessy I'm trying to build a GLSL shader but its seaming way over my heat atm. Here is my current attempt, it has the color, texture and the lightmap kind of works but then if I rotate the camera the object goes black at certain angles.

I'm starting to get bits and pieces of how this works but its still way over my head :)

 Shader "Mobile/VertexLitColor" {
 Properties {
  _MainTex ("Texture Image", 2D) = "white" {} 
  _Color ("Main Color", Color) = (1,1,1,1)

 }
 SubShader {
   Pass {      
      GLSLPROGRAM
 
      uniform sampler2D _MainTex, unity_Lightmap; 
      uniform mat4 unity_LightmapMatrix; 
      uniform vec4 _Color ;
 
      varying vec4 textureCoordinates; 
      varying vec2 textureCoordinatesLM;
 
      #ifdef VERTEX
 
      void main()
      {
         textureCoordinates = gl_MultiTexCoord0;
         textureCoordinatesLM = vec2(unity_LightmapMatrix[0].x, unity_LightmapMatrix[1].y) * gl_MultiTexCoord1.xy + unity_LightmapMatrix[3].xy;
         gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
      }
 
      #endif
 
      #ifdef FRAGMENT
 
      void main()
      {
         gl_FragColor = texture2D(_MainTex, vec2(textureCoordinates)) * _Color * texture2D(unity_Lightmap, textureCoordinatesLM);     
                     
      }
 
      #endif
 
      ENDGLSL
   }
   }
   // The definition of a fallback shader should be commented out during development:
   // Fallback "Unlit/Texture"
   }
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avatar image Jaywalker · Jul 21, 2011 at 04:22 AM 0
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If i remove the fallback to vertexlit the shader breaks, does that mean its just always using the vertexlit shader even thoigh the color override still works?

avatar image Jessy · Jul 21, 2011 at 06:51 AM 1
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That doesn't happen on my end, and I unfortunately don't have time to give you a good answer at the moment, but the shader doesn't do what you're saying it does. There is no lightmap in there. And if you're baking light, then you don't need per-material color, unless you're using built-in Beast lightmapping, in which case you can't optimize properly. Additionally, GLSL is going to make the shader noticeably faster.

avatar image Jaywalker · Jul 21, 2011 at 08:11 AM 0
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Thanks! (and just ignore this comment if you don't have the time! I just have a little follow up question if you do :) )

I'm using the beast lightmapping, and I would like to use the: per material color, to color certain objects without adding the same texture with just a different color. Ill be trying my hands on GLSL shader from what I can learn from the forum. I found a thread where you also posted which seems promising @

http://forum.unity3d.com/threads/88704-iOS-How-does-one-write-shaders-for-OpenGL-ES-2.0?highlight=Glsl+examples

or would you say, just use the mobile/vertexlit shader with multiple textures because I use the beast lightmapping? and cannot optimize properly?

avatar image Jessy · Jul 21, 2011 at 08:17 AM 1
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You should use vertex colors to get batching, ins$$anonymous$$d. It's not as performant as baking it into the lightmap, but it's better than per-material colors. I learned that the realtime lighting in there doesn't always work, and you should check this out ins$$anonymous$$d: http://en.wikibooks.org/wiki/GLSL_Program$$anonymous$$g/Unity . The lightmapped passes are okay but I've gotten better at them and can maybe help you out later, but you should give it a try first.

avatar image Jessy · Jul 21, 2011 at 02:47 PM 1
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Right, you've got the idea about the Beast implementation. When you set a color in a shader/material, that means that meshes with different colors can't batch. You need a way to get colors into the shader without relying on properties that require multiple materials, and vertex colors are perfect for that. http://www.unifycommunity.com/wiki/index.php?title=$$anonymous$$asked_Tint

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Answer by Jessy · Jul 21, 2011 at 04:14 PM

Here's a shader that uses vert colors and Unity's lightmapping. I don't know what you want to do about the realtime preview; Unity doesn't provide a good means of dealing with that, that I know of. Maybe use Diffuse, and then switch shaders after you've baked?

 Shader "Vert Color Diffuse" {
 
 Properties {
     _MainTex ("Base", 2D) = "white"
 }
 
 SubShader {    
     Pass {
         Tags {"LightMode"="VertexLM" }
         GLSLPROGRAM
         uniform mediump mat4 unity_LightmapMatrix;
         varying lowp vec4 color;
         varying mediump vec2 uv;
         varying lowp vec2 uv2;
                 
         #ifdef VERTEX
         void main() {
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
             uv = gl_MultiTexCoord0.xy;
             uv2 = vec2(unity_LightmapMatrix[0].x, unity_LightmapMatrix[1].y)
                 * gl_MultiTexCoord1.xy + unity_LightmapMatrix[3].xy;
             color = gl_Color * 2.;
         }
         #endif
         
         #ifdef FRAGMENT
         uniform lowp sampler2D _MainTex, unity_Lightmap;
         void main() {
             gl_FragColor = texture2D(_MainTex, uv) * texture2D(unity_Lightmap, uv2) * color;
         }
         #endif        
         ENDGLSL
     }    
     Pass {    // Editor only - Graphics Emulation uses the wrong lightmap type
         Tags {"LightMode"="VertexLMRGBM" }
         GLSLPROGRAM
         uniform mat4 unity_LightmapMatrix;
         varying vec4 color;
         varying vec2 uv, uv2;
                 
         #ifdef VERTEX
         void main() {
             gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
             uv = gl_MultiTexCoord0.xy;
             uv2 = vec2(unity_LightmapMatrix[0].x, unity_LightmapMatrix[1].y)
                 * gl_MultiTexCoord1.xy + unity_LightmapMatrix[3].xy;
             color = gl_Color * 2.;
         }
         #endif
         
         #ifdef FRAGMENT
         uniform sampler2D _MainTex, unity_Lightmap;
         void main() {
             gl_FragColor = texture2D(_MainTex, uv) * texture2D(unity_Lightmap, uv2) * color;
         }
         #endif        
         ENDGLSL
     }
 }
 
 SubShader {    
     Pass {
         BindChannels {
             Bind "vertex", vertex
             Bind "color", color
             Bind "texcoord", texcoord0
             Bind "texcoord1", texcoord1
         }
         SetTexture[_MainTex] {Combine primary * texture}
         SetTexture[unity_Lightmap] {
             Matrix[unity_LightmapMatrix]
             Combine previous * texture Double
         }
     }
 }
  
 }
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avatar image Jaywalker · Jul 21, 2011 at 04:29 PM 0
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Wow awesome! thanks a lot! switching back and forth between diffuse and this is not a problem. Ill just keep it on diffuse and switch the shaders pre-building. thanks again!

avatar image Recluse · Aug 11, 2011 at 04:38 PM 0
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Thanks Jessy, is there a shader that will combine a Beast lightmap and a realtime vert point light?

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