Shader "MTE/Surface/5 Textures/Bumped/NoFog" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (R)", 2D) = "black" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _Splat4 ("Layer 5", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} _Normal2 ("Normalmap 3", 2D) = "bump" {} _Normal3 ("Normalmap 4", 2D) = "bump" {} _Normal4 ("Normalmap 5", 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 _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0 _NormalIntensity4 ("Normal Intensity 4", Range(0.01, 10)) = 1.0 } CGINCLUDE #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma shader_feature ENABLE_NORMAL_INTENSITY struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; float2 tc_Splat4 : TEXCOORD3; }; sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST; sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4; #ifdef ENABLE_NORMAL_INTENSITY fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3, _NormalIntensity4; #endif #include "../../MTECommon.hlsl" void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); data.tc_Splat4.xy = TRANSFORM_TEX(v.texcoord, _Splat4); float4 pos = UnityObjectToClipPos (v.vertex); 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_Control.xy); half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); weight += dot(splat_control_extra.r, half(1)); splat_control /= (weight + 1e-3f); splat_control_extra /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy); mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw); mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, IN.tc_Splat4.xy); #ifdef ENABLE_NORMAL_INTENSITY fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy)); fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy)); fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy)); fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw)); fixed3 nrm4 = UnpackNormal(tex2D(_Normal4, IN.tc_Splat4)); 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); nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3); nrm4 = splat_control_extra.r * MTE_NormalIntensity_fixed(nrm4, _NormalIntensity4); mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3 + nrm4); #else fixed4 nrm = 0; nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw); nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy); nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw); nrm += splat_control_extra.r * tex2D(_Normal4, IN.tc_Splat4); 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; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } } Fallback "MTE/Surface/5 Textures/Diffuse/NoFog" CustomEditor "MTE.MTEShaderGUI" }