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- //NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0.
- Shader "MTE/Surface/4 Textures/Bumped"
- {
- Properties
- {
- _Control ("Control (RGBA)", 2D) = "red" {}
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Splat2 ("Layer 3", 2D) = "white" {}
- _Splat3 ("Layer 4", 2D) = "white" {}
- _Normal0 ("Normalmap 1", 2D) = "bump" {}
- _Normal1 ("Normalmap 2", 2D) = "bump" {}
- _Normal2 ("Normalmap 3", 2D) = "bump" {}
- _Normal3 ("Normalmap 4", 2D) = "bump" {}
-
- [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
- _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
- _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
- _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
- _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0
- }
- CGINCLUDE
- #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
- #pragma multi_compile_fog
- #pragma shader_feature ENABLE_NORMAL_INTENSITY
- struct Input
- {
- float2 tc_Control : TEXCOORD0;
- float4 tc_Splat01 : TEXCOORD1;
- float4 tc_Splat23 : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- };
- sampler2D _Control;
- float4 _Control_ST;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
- float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST;
- sampler2D _Normal0,_Normal1,_Normal2,_Normal3;
- #ifdef ENABLE_NORMAL_INTENSITY
- fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3;
- #endif
- #include "../../MTECommon.hlsl"
- 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);
- 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, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
- {
- half4 splat_control = tex2D(_Control, IN.tc_Control.xy);
- weight = dot(splat_control, half4(1, 1, 1, 1));
- splat_control /= (weight + 1e-3f);
- mixedDiffuse = 0.0f;
- mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
- mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
- mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy);
- mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw);
-
- #ifdef ENABLE_NORMAL_INTENSITY
- fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
- fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy));
- fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy));
- fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw));
- nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
- nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
- nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
- nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3);
- mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3);
- #else
- fixed4 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);
- mixedNormal = UnpackNormal(nrm);
- #endif
- }
- void surf(Input IN, inout SurfaceOutput o)
- {
- fixed4 mixedDiffuse;
- half weight;
- MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
- o.Albedo = mixedDiffuse.rgb;
- o.Alpha = weight;
- }
- ENDCG
- Category
- {
- Tags
- {
- "Queue" = "Geometry-99"
- "RenderType" = "Opaque"
- }
- SubShader//for target 3.0+
- {
- CGPROGRAM
- #pragma target 3.0
- ENDCG
- }
- }
- Fallback "MTE/Surface/4 Textures/Diffuse"
- CustomEditor "MTE.MTEShaderGUI"
- }
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