Shader "MTE/Standard/8 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _ControlExtra ("Control Extra (RGB)", 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" {} _Splat6 ("Layer 7", 2D) = "white" {} _Splat7 ("Layer 8", 2D) = "white" {} _Normal0("Normal 1", 2D) = "bump" {} _Normal1("Normal 2", 2D) = "bump" {} _Normal2("Normal 3", 2D) = "bump" {} _Normal3("Normal 4", 2D) = "bump" {} [Gamma] _Metallic0("Metallic 1", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic1("Metallic 2", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic2("Metallic 3", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic3("Metallic 4", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic4("Metallic 5", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic5("Metallic 6", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic6("Metallic 7", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic7("Metallic 8", Range(0.0, 1.0)) = 0.0 _Smoothness0("Smoothness 1", Range(0.0, 1.0)) = 1.0 _Smoothness1("Smoothness 2", Range(0.0, 1.0)) = 1.0 _Smoothness2("Smoothness 3", Range(0.0, 1.0)) = 1.0 _Smoothness3("Smoothness 4", Range(0.0, 1.0)) = 1.0 _Smoothness4("Smoothness 5", Range(0.0, 1.0)) = 1.0 _Smoothness5("Smoothness 6", Range(0.0, 1.0)) = 1.0 _Smoothness6("Smoothness 7", Range(0.0, 1.0)) = 1.0 _Smoothness7("Smoothness 8", 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 { float4 tc; UNITY_FOG_COORDS(0) }; sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5,_Splat6,_Splat7; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST,_Splat5_ST,_Splat6_ST,_Splat7_ST; sampler2D _Normal0, _Normal1, _Normal2, _Normal3; #define MTE_STANDARD_SHADER #include "UnityPBSLighting.cginc" #include "../../MTECommon.hlsl" half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Metallic4; half _Metallic5; half _Metallic6; half _Metallic7; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; half _Smoothness4; half _Smoothness5; half _Smoothness6; half _Smoothness7; 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, half4 smoothness0, half4 smoothness1, out half4 splat_control, out half4 splat_control_extra, 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); float2 uvSplat6 = TRANSFORM_TEX(IN.tc.xy, _Splat6); float2 uvSplat7 = TRANSFORM_TEX(IN.tc.xy, _Splat7); splat_control = tex2D(_Control, uvControl); 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) * half4(1.0, 1.0, 1.0, smoothness0.r); mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1) * half4(1.0, 1.0, 1.0, smoothness0.g); mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2) * half4(1.0, 1.0, 1.0, smoothness0.b); mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3) * half4(1.0, 1.0, 1.0, smoothness0.a); mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4) * half4(1.0, 1.0, 1.0, smoothness1.r); mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5) * half4(1.0, 1.0, 1.0, smoothness1.g); mixedDiffuse += splat_control_extra.b * tex2D(_Splat6, uvSplat6) * half4(1.0, 1.0, 1.0, smoothness1.b); mixedDiffuse += splat_control_extra.a * tex2D(_Splat7, uvSplat7) * half4(1.0, 1.0, 1.0, smoothness1.a); 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 * fixed4(0.5, 0.5, 1, 0.5); nrm += splat_control_extra.g * fixed4(0.5, 0.5, 1, 0.5); nrm += splat_control_extra.b * fixed4(0.5, 0.5, 1, 0.5); nrm += splat_control_extra.a * fixed4(0.5, 0.5, 1, 0.5); mixedNormal = UnpackNormal(nrm); } void surf(Input IN, inout SurfaceOutputStandard o) { half4 splat_control, splat_control_extra; fixed4 mixedDiffuse; half weight; half4 defaultSmoothness0 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); half4 defaultSmoothness1 = half4(_Smoothness4, _Smoothness5, _Smoothness6, _Smoothness7); MTE_SplatmapMix(IN, defaultSmoothness0, defaultSmoothness1, splat_control, splat_control_extra, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)) + dot(splat_control_extra, half4(_Metallic4, _Metallic5, _Metallic6, _Metallic7)); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } } Fallback "MTE/Standard/8 Textures/Diffuse" CustomEditor "MTE.MTEShaderGUI" }