Shader "MTE/Surface/6 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (RG)", 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" {} _Splat5 ("Layer 6", 2D) = "white" {} _Normal0("Normal 1", 2D) = "bump" {} _Normal1("Normal 2", 2D) = "bump" {} _Normal2("Normal 3", 2D) = "bump" {} _Normal3("Normal 4", 2D) = "bump" {} _Normal4("Normal 5", 2D) = "bump" {} _Normal5("Normal 6", 2D) = "bump" {} } CGINCLUDE #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float4 tc; UNITY_FOG_COORDS(0) }; sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST, _Splat4_ST, _Splat5_ST; sampler2D _Normal0, _Normal1, _Normal2, _Normal3, _Normal4, _Normal5; #include "../../MTECommon.hlsl" void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc = v.texcoord; 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) { float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control); float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra); float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0); float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1); float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2); float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3); float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4); float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5); half4 splat_control = tex2D(_Control, uvControl); half4 splat_control_extra = tex2D(_ControlExtra, uvControlExtra); weight = dot(splat_control, half4(1, 1, 1, 1)); weight += dot(splat_control_extra, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); splat_control_extra /= (weight + 1e-3f); mixedDiffuse = 0; mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0); mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1); mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2); mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3); mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4); mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5); fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, uvSplat0); nrm += splat_control.g * tex2D(_Normal1, uvSplat1); nrm += splat_control.b * tex2D(_Normal2, uvSplat2); nrm += splat_control.a * tex2D(_Normal3, uvSplat3); nrm += splat_control_extra.r * tex2D(_Normal4, uvSplat4); nrm += splat_control_extra.g * tex2D(_Normal5, uvSplat5); mixedNormal = UnpackNormal(nrm); } 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/6 Textures/Diffuse" CustomEditor "MTE.MTEShaderGUI" }