Shader "MTE/Specialized/Mali 400/Surface/2 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} } CGINCLUDE #pragma fragmentoption ARB_precision_hint_nicest #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; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST; sampler2D _Normal0,_Normal1,_Normal2; #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 float4 mixedDiffuse, out float3 mixedNormal) { float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control); float2 uvSplat0 = IN.tc.xy; float2 uvSplat1 = IN.tc.xy; float2 uvSplat2 = IN.tc.xy; half4 splat_control = tex2D(_Control, uvControl); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0); mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1); fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, uvSplat0); nrm += splat_control.g * tex2D(_Normal1, uvSplat1); 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 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } Fallback "MTE/Specialized/Mali 400/Legacy/2 Textures/Diffuse" CustomEditor "MTE.MTEShaderGUI" }