Specular.shader 3.8 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/Specular"
  3. {
  4. Properties
  5. {
  6. _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  7. _Shininess("Shininess", Range(0.03, 1)) = 0.078125
  8. _Control ("Control (RGBA)", 2D) = "red" {}
  9. _Splat0 ("Layer 1", 2D) = "white" {}
  10. _Splat1 ("Layer 2", 2D) = "white" {}
  11. _Splat2 ("Layer 3", 2D) = "white" {}
  12. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  13. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  14. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  15. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  16. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  17. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  18. _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
  19. }
  20. CGINCLUDE
  21. #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  22. #pragma multi_compile_fog
  23. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  24. struct Input
  25. {
  26. float4 tc_ControlSplat0 : TEXCOORD0;
  27. float4 tc_Splat12 : TEXCOORD1;
  28. UNITY_FOG_COORDS(2)
  29. };
  30. sampler2D _Control;
  31. float4 _Control_ST;
  32. sampler2D _Splat0,_Splat1,_Splat2;
  33. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
  34. sampler2D _Normal0,_Normal1,_Normal2;
  35. #ifdef ENABLE_NORMAL_INTENSITY
  36. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2;
  37. #endif
  38. #include "../../MTECommon.hlsl"
  39. half _Shininess;
  40. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  41. {
  42. UNITY_INITIALIZE_OUTPUT(Input, data);
  43. data.tc_ControlSplat0.xy = TRANSFORM_TEX(v.texcoord, _Control);
  44. data.tc_ControlSplat0.zw = TRANSFORM_TEX(v.texcoord, _Splat0);
  45. data.tc_Splat12.xy = TRANSFORM_TEX(v.texcoord, _Splat1);
  46. data.tc_Splat12.zw = TRANSFORM_TEX(v.texcoord, _Splat2);
  47. float4 pos = UnityObjectToClipPos (v.vertex);
  48. UNITY_TRANSFER_FOG(data, pos);
  49. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  50. v.tangent.w = -1;
  51. }
  52. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  53. {
  54. half4 splat_control = tex2D(_Control, IN.tc_ControlSplat0.xy);
  55. weight = dot(splat_control, half4(1, 1, 1, 1));
  56. splat_control /= (weight + 1e-3f);
  57. mixedDiffuse = 0.0f;
  58. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_ControlSplat0.zw);
  59. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat12.xy);
  60. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat12.zw);
  61. #ifdef ENABLE_NORMAL_INTENSITY
  62. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_ControlSplat0.zw));
  63. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat12.xy));
  64. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat12.zw));
  65. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  66. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  67. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  68. mixedNormal = normalize(nrm0 + nrm1 + nrm2);
  69. #else
  70. fixed4 nrm = 0.0f;
  71. nrm += splat_control.r * tex2D(_Normal0, IN.tc_ControlSplat0.zw);
  72. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat12.xy);
  73. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat12.zw);
  74. mixedNormal = UnpackNormal(nrm);
  75. #endif
  76. }
  77. void surf(Input IN, inout SurfaceOutput o)
  78. {
  79. fixed4 mixedDiffuse;
  80. half weight;
  81. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  82. o.Albedo = mixedDiffuse.rgb;
  83. o.Alpha = weight;
  84. o.Gloss = mixedDiffuse.a;
  85. o.Specular = _Shininess;
  86. }
  87. ENDCG
  88. Category
  89. {
  90. Tags
  91. {
  92. "Queue" = "Geometry-99"
  93. "RenderType" = "Opaque"
  94. }
  95. SubShader//for target 3.0+
  96. {
  97. CGPROGRAM
  98. #pragma target 3.0
  99. ENDCG
  100. }
  101. }
  102. Fallback "MTE/Surface/3 Textures/Bumped"
  103. CustomEditor "MTE.MTEShaderGUI"
  104. }