Bumped.shader 3.6 KB

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  1. //NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0.
  2. Shader "MTE/Surface/3 Textures/Bumped"
  3. {
  4. Properties
  5. {
  6. _Control ("Control (RGBA)", 2D) = "red" {}
  7. _Splat0 ("Layer 1", 2D) = "white" {}
  8. _Splat1 ("Layer 2", 2D) = "white" {}
  9. _Splat2 ("Layer 3", 2D) = "white" {}
  10. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  11. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  12. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  13. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  14. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  15. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  16. _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
  17. }
  18. CGINCLUDE
  19. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  20. #pragma multi_compile_fog
  21. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  22. struct Input
  23. {
  24. float4 tc_ControlSplat0 : TEXCOORD0;
  25. float4 tc_Splat12 : TEXCOORD1;
  26. UNITY_FOG_COORDS(2)
  27. };
  28. sampler2D _Control;
  29. float4 _Control_ST;
  30. sampler2D _Splat0,_Splat1,_Splat2;
  31. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
  32. sampler2D _Normal0,_Normal1,_Normal2;
  33. #ifdef ENABLE_NORMAL_INTENSITY
  34. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2;
  35. #endif
  36. #include "../../MTECommon.hlsl"
  37. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  38. {
  39. UNITY_INITIALIZE_OUTPUT(Input, data);
  40. data.tc_ControlSplat0.xy = TRANSFORM_TEX(v.texcoord, _Control);
  41. data.tc_ControlSplat0.zw = TRANSFORM_TEX(v.texcoord, _Splat0);
  42. data.tc_Splat12.xy = TRANSFORM_TEX(v.texcoord, _Splat1);
  43. data.tc_Splat12.zw = TRANSFORM_TEX(v.texcoord, _Splat2);
  44. float4 pos = UnityObjectToClipPos (v.vertex);
  45. UNITY_TRANSFER_FOG(data, pos);
  46. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  47. v.tangent.w = -1;
  48. }
  49. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  50. {
  51. half4 splat_control = tex2D (_Control, IN.tc_ControlSplat0.xy);
  52. weight = dot(splat_control, half4(1, 1, 1, 1));
  53. splat_control /= (weight + 1e-3f);
  54. mixedDiffuse = 0.0f;
  55. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_ControlSplat0.zw);
  56. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat12.xy);
  57. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat12.zw);
  58. #ifdef ENABLE_NORMAL_INTENSITY
  59. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_ControlSplat0.zw));
  60. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat12.xy));
  61. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat12.zw));
  62. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  63. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  64. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  65. mixedNormal = normalize(nrm0 + nrm1 + nrm2);
  66. #else
  67. fixed4 nrm = 0.0f;
  68. nrm += splat_control.r * tex2D(_Normal0, IN.tc_ControlSplat0.zw);
  69. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat12.xy);
  70. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat12.zw);
  71. mixedNormal = UnpackNormal(nrm);
  72. #endif
  73. }
  74. void surf(Input IN, inout SurfaceOutput o)
  75. {
  76. fixed4 mixedDiffuse;
  77. half weight;
  78. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  79. o.Albedo = mixedDiffuse.rgb;
  80. o.Alpha = weight;
  81. }
  82. ENDCG
  83. Category
  84. {
  85. Tags
  86. {
  87. "Queue" = "Geometry-99"
  88. "RenderType" = "Opaque"
  89. }
  90. SubShader//for target 3.0+
  91. {
  92. CGPROGRAM
  93. #pragma target 3.0
  94. ENDCG
  95. }
  96. }
  97. Fallback "MTE/Surface/3 Textures/Diffuse"
  98. CustomEditor "MTE.MTEShaderGUI"
  99. }