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- Shader "Enviro/BumpedDiffuseOverlaySM2" {
- //
- // Tomasz Stobierski 2012
- //
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _Opacity ("Color over opacity", Range (0, 1)) = 1
- _MainTex ("Color over (RGBA)", 2D) = "white" {}
- _BumpMap ("Normalmap over", 2D) = "bump" {}
- _MainTex2 ("Color under (RGBA)", 2D) = "white" {}
- _BumpMap2 ("Normalmap under", 2D) = "bump" {}
- }
-
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 400
-
- CGPROGRAM
- #pragma surface surf Lambert
- #pragma exclude_renderers flash
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _MainTex2;
- sampler2D _BumpMap2;
- fixed4 _Color;
- float _Opacity;
-
- struct Input {
- float2 uv_MainTex;
- float2 uv_BumpMap;
- float2 uv_MainTex2;
- float2 uv_BumpMap2;
- };
-
- void surf (Input IN, inout SurfaceOutput o) {
- float4 tex = tex2D(_MainTex, IN.uv_MainTex);
- float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
- float4 dest;
- _Opacity*=tex.a;
- dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
- dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
- dest.rgb *= _Color.rgb;
- o.Albedo = dest.rgb;
- o.Alpha = tex2.a * _Color.a;
-
- float4 norm = tex2D(_BumpMap, IN.uv_BumpMap);
- float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2);
- dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2);
- dest = lerp(norm2, dest, _Opacity);
- o.Normal = UnpackNormal(dest);
- }
- ENDCG
-
- }
-
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 400
-
- CGPROGRAM
- #pragma surface surf Lambert
- #pragma only_renderers flash
-
- sampler2D _MainTex;
- sampler2D _MainTex2;
- fixed4 _Color;
- float _Opacity;
-
- struct Input {
- float2 uv_MainTex;
- float2 uv_MainTex2;
- };
-
- void surf (Input IN, inout SurfaceOutput o) {
- float4 tex = tex2D(_MainTex, IN.uv_MainTex);
- float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
- float4 dest;
- _Opacity*=tex.a;
- dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
- dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
- dest.rgb *= _Color.rgb;
- o.Albedo = dest.rgb;
- o.Alpha = tex2.a * _Color.a;
- }
- ENDCG
-
- }
-
- FallBack "Bumped Diffuse"
- }
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