Shader "MTE/Surface/5 Textures/Display Normal" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} [NoScaleOffset]_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" {} [NoScaleOffset]_Normal0 ("Normalmap 1", 2D) = "bump" {} [NoScaleOffset]_Normal1 ("Normalmap 2", 2D) = "bump" {} [NoScaleOffset]_Normal2 ("Normalmap 3", 2D) = "bump" {} [NoScaleOffset]_Normal3 ("Normalmap 4", 2D) = "bump" {} [NoScaleOffset]_Normal4 ("Normalmap 5", 2D) = "bump" {} } CGINCLUDE #pragma surface surf NoLighting noambient noforwardadd vertex:MTE_SplatmapVert #pragma exclude_renderers d3d9 gles//TextureArray is not available on d3d9 and gles2 //#pragma enable_d3d11_debug_symbols //for debug struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; }; #include "../../MTECommon.hlsl" sampler2D _Control,_ControlExtra; float4 _Control_ST,_ControlExtra_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4; sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST; 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); //Splat4 shares texcoord with Splat3 - both using tc_Splat23.zw. } void MTE_SplatmapMix(Input IN, out half4 packedNormal) { half4 splat_control = tex2D(_Control, IN.tc_Control.xy); half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy); half4 nrm = 0.0f; 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_Splat23.zw); packedNormal = nrm; } void surf(Input IN, inout SurfaceOutput o) { half4 packedNormal; MTE_SplatmapMix(IN, packedNormal); half3 normal = UnpackNormal(packedNormal); o.Albedo.rgb = normal.rgb*0.5+0.5; o.Alpha = 1.0; } half4 LightingNoLighting(SurfaceOutput s, half3 lightDir, half atten) { return half4(s.Albedo, s.Alpha); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader { CGPROGRAM #pragma target 4.0 ENDCG } } Fallback "Diffuse" }