//NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0. Shader "MTE/Surface/3 Textures/Specular" { Properties { _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1) _Shininess("Shininess", Range(0.03, 1)) = 0.078125 _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} _Normal2 ("Normalmap 3", 2D) = "bump" {} [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0 _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0 _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0 _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0 } CGINCLUDE #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog #pragma shader_feature ENABLE_NORMAL_INTENSITY struct Input { float4 tc_ControlSplat0 : TEXCOORD0; float4 tc_Splat12 : TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST; sampler2D _Normal0,_Normal1,_Normal2; #ifdef ENABLE_NORMAL_INTENSITY fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2; #endif #include "../../MTECommon.hlsl" half _Shininess; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_ControlSplat0.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_ControlSplat0.zw = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat12.xy = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat12.zw = TRANSFORM_TEX(v.texcoord, _Splat2); float4 pos = UnityObjectToClipPos (v.vertex); UNITY_TRANSFER_FOG(data, pos); v.tangent.xyz = cross(v.normal, float3(0,0,1)); v.tangent.w = -1; } void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal) { half4 splat_control = tex2D(_Control, IN.tc_ControlSplat0.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_ControlSplat0.zw); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat12.xy); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat12.zw); #ifdef ENABLE_NORMAL_INTENSITY fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_ControlSplat0.zw)); fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat12.xy)); fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat12.zw)); nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0); nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1); nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2); mixedNormal = normalize(nrm0 + nrm1 + nrm2); #else fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.tc_ControlSplat0.zw); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat12.xy); nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat12.zw); mixedNormal = UnpackNormal(nrm); #endif } void surf(Input IN, inout SurfaceOutput o) { fixed4 mixedDiffuse; half weight; MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Gloss = mixedDiffuse.a; o.Specular = _Shininess; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } } Fallback "MTE/Surface/3 Textures/Bumped" CustomEditor "MTE.MTEShaderGUI" }