Bumped-NoFog.shader 4.8 KB

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  1. Shader "MTE/Surface/5 Textures/Bumped/NoFog"
  2. {
  3. Properties
  4. {
  5. _Control ("Control (RGBA)", 2D) = "red" {}
  6. _ControlExtra ("Control Extra (R)", 2D) = "black" {}
  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. _Splat4 ("Layer 5", 2D) = "white" {}
  12. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  13. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  14. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  15. _Normal3 ("Normalmap 4", 2D) = "bump" {}
  16. _Normal4 ("Normalmap 5", 2D) = "bump" {}
  17. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  18. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  19. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  20. _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
  21. _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0
  22. _NormalIntensity4 ("Normal Intensity 4", Range(0.01, 10)) = 1.0
  23. }
  24. CGINCLUDE
  25. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  26. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  27. struct Input
  28. {
  29. float2 tc_Control : TEXCOORD0;
  30. float4 tc_Splat01 : TEXCOORD1;
  31. float4 tc_Splat23 : TEXCOORD2;
  32. float2 tc_Splat4 : TEXCOORD3;
  33. };
  34. sampler2D _Control,_ControlExtra;
  35. float4 _Control_ST,_ControlExtra_ST;
  36. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4;
  37. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST;
  38. sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4;
  39. #ifdef ENABLE_NORMAL_INTENSITY
  40. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3,
  41. _NormalIntensity4;
  42. #endif
  43. #include "../../MTECommon.hlsl"
  44. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  45. {
  46. UNITY_INITIALIZE_OUTPUT(Input, data);
  47. data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  48. data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  49. data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  50. data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
  51. data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
  52. data.tc_Splat4.xy = TRANSFORM_TEX(v.texcoord, _Splat4);
  53. float4 pos = UnityObjectToClipPos (v.vertex);
  54. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  55. v.tangent.w = -1;
  56. }
  57. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  58. {
  59. half4 splat_control = tex2D(_Control, IN.tc_Control.xy);
  60. half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy);
  61. weight = dot(splat_control, half4(1, 1, 1, 1));
  62. weight += dot(splat_control_extra.r, half(1));
  63. splat_control /= (weight + 1e-3f);
  64. splat_control_extra /= (weight + 1e-3f);
  65. mixedDiffuse = 0.0f;
  66. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
  67. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
  68. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy);
  69. mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw);
  70. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, IN.tc_Splat4.xy);
  71. #ifdef ENABLE_NORMAL_INTENSITY
  72. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
  73. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy));
  74. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy));
  75. fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw));
  76. fixed3 nrm4 = UnpackNormal(tex2D(_Normal4, IN.tc_Splat4));
  77. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  78. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  79. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  80. nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3);
  81. nrm4 = splat_control_extra.r * MTE_NormalIntensity_fixed(nrm4, _NormalIntensity4);
  82. mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3 + nrm4);
  83. #else
  84. fixed4 nrm = 0;
  85. nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
  86. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
  87. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy);
  88. nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw);
  89. nrm += splat_control_extra.r * tex2D(_Normal4, IN.tc_Splat4);
  90. mixedNormal = UnpackNormal(nrm);
  91. #endif
  92. }
  93. void surf(Input IN, inout SurfaceOutput o)
  94. {
  95. fixed4 mixedDiffuse;
  96. half weight;
  97. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  98. o.Albedo = mixedDiffuse.rgb;
  99. o.Alpha = weight;
  100. }
  101. ENDCG
  102. Category
  103. {
  104. Tags
  105. {
  106. "Queue" = "Geometry-99"
  107. "RenderType" = "Opaque"
  108. }
  109. SubShader//for target 3.0+
  110. {
  111. CGPROGRAM
  112. #pragma target 3.0
  113. ENDCG
  114. }
  115. }
  116. Fallback "MTE/Surface/5 Textures/Diffuse/NoFog"
  117. CustomEditor "MTE.MTEShaderGUI"
  118. }