Bumped.shader 4.2 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/4 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. _Splat3 ("Layer 4", 2D) = "white" {}
  11. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  12. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  13. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  14. _Normal3 ("Normalmap 4", 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. _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0
  20. }
  21. CGINCLUDE
  22. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  23. #pragma multi_compile_fog
  24. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  25. struct Input
  26. {
  27. float2 tc_Control : TEXCOORD0;
  28. float4 tc_Splat01 : TEXCOORD1;
  29. float4 tc_Splat23 : TEXCOORD2;
  30. UNITY_FOG_COORDS(3)
  31. };
  32. sampler2D _Control;
  33. float4 _Control_ST;
  34. sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
  35. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST;
  36. sampler2D _Normal0,_Normal1,_Normal2,_Normal3;
  37. #ifdef ENABLE_NORMAL_INTENSITY
  38. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3;
  39. #endif
  40. #include "../../MTECommon.hlsl"
  41. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  42. {
  43. UNITY_INITIALIZE_OUTPUT(Input, data);
  44. data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  45. data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  46. data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  47. data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
  48. data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
  49. float4 pos = UnityObjectToClipPos (v.vertex);
  50. UNITY_TRANSFER_FOG(data, pos);
  51. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  52. v.tangent.w = -1;
  53. }
  54. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  55. {
  56. half4 splat_control = tex2D(_Control, IN.tc_Control.xy);
  57. weight = dot(splat_control, half4(1, 1, 1, 1));
  58. splat_control /= (weight + 1e-3f);
  59. mixedDiffuse = 0.0f;
  60. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
  61. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
  62. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy);
  63. mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw);
  64. #ifdef ENABLE_NORMAL_INTENSITY
  65. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
  66. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy));
  67. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy));
  68. fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw));
  69. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  70. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  71. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  72. nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3);
  73. mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3);
  74. #else
  75. fixed4 nrm = 0.0f;
  76. nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
  77. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
  78. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy);
  79. nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw);
  80. mixedNormal = UnpackNormal(nrm);
  81. #endif
  82. }
  83. void surf(Input IN, inout SurfaceOutput o)
  84. {
  85. fixed4 mixedDiffuse;
  86. half weight;
  87. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  88. o.Albedo = mixedDiffuse.rgb;
  89. o.Alpha = weight;
  90. }
  91. ENDCG
  92. Category
  93. {
  94. Tags
  95. {
  96. "Queue" = "Geometry-99"
  97. "RenderType" = "Opaque"
  98. }
  99. SubShader//for target 3.0+
  100. {
  101. CGPROGRAM
  102. #pragma target 3.0
  103. ENDCG
  104. }
  105. }
  106. Fallback "MTE/Surface/4 Textures/Diffuse"
  107. CustomEditor "MTE.MTEShaderGUI"
  108. }