Shader "MTE/Standard/2 Textures/Diffuse" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 } CGINCLUDE #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1; float4 _Splat0_ST,_Splat1_ST; #define MTE_STANDARD_SHADER #include "UnityPBSLighting.cginc" #include "../../MTECommon.hlsl" half _Metallic0; half _Metallic1; half _Smoothness0; half _Smoothness1; 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); float4 pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(data, pos); } void MTE_SplatmapMix(Input IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse) { splat_control = tex2D(_Control, IN.tc_Control.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_Splat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g); } void surf(Input IN, inout SurfaceOutputStandard o) { half4 splat_control; fixed4 mixedDiffuse; half weight; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, 0, 0); MTE_SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, 0, 0)); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.0 { CGPROGRAM ENDCG } } Fallback "Diffuse" CustomEditor "MTE.MTEShaderGUI" }