Specular-Fog.shader 5.1 KB

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  1. Shader "MTE/Surface/5 Textures/Specular/Fog"
  2. {
  3. Properties
  4. {
  5. _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  6. _Shininess("Shininess", Range(0.03, 1)) = 0.078125
  7. _Control ("Control (RGBA)", 2D) = "red" {}
  8. _ControlExtra ("Control Extra (R)", 2D) = "black" {}
  9. _Splat0 ("Layer 1", 2D) = "white" {}
  10. _Splat1 ("Layer 2", 2D) = "white" {}
  11. _Splat2 ("Layer 3", 2D) = "white" {}
  12. _Splat3 ("Layer 4", 2D) = "white" {}
  13. _Splat4 ("Layer 5", 2D) = "white" {}
  14. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  15. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  16. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  17. _Normal3 ("Normalmap 4", 2D) = "bump" {}
  18. _Normal4 ("Normalmap 5", 2D) = "bump" {}
  19. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  20. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  21. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  22. _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
  23. _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0
  24. _NormalIntensity4 ("Normal Intensity 4", Range(0.01, 10)) = 1.0
  25. }
  26. CGINCLUDE
  27. #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  28. #pragma multi_compile_fog
  29. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  30. struct Input
  31. {
  32. float2 tc_Control : TEXCOORD0;
  33. float4 tc_Splat01 : TEXCOORD1;
  34. float4 tc_Splat23 : TEXCOORD2;
  35. UNITY_FOG_COORDS(3)
  36. };
  37. sampler2D _Control,_ControlExtra;
  38. float4 _Control_ST,_ControlExtra_ST;
  39. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4;
  40. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST;
  41. sampler2D _Normal0,_Normal1,_Normal2,_Normal3,_Normal4;
  42. #ifdef ENABLE_NORMAL_INTENSITY
  43. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3,
  44. _NormalIntensity4;
  45. #endif
  46. #include "../../MTECommon.hlsl"
  47. half _Shininess;
  48. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  49. {
  50. UNITY_INITIALIZE_OUTPUT(Input, data);
  51. data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  52. data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  53. data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  54. data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
  55. data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
  56. // Because the UNITY_FOG_COORDS(3) occupied one TEXCOORD, Splat4 have to share texcoord with Splat3 - both using tc_Splat23.zw.
  57. float4 pos = UnityObjectToClipPos (v.vertex);
  58. UNITY_TRANSFER_FOG(data, pos);
  59. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  60. v.tangent.w = -1;
  61. }
  62. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  63. {
  64. half4 splat_control = tex2D(_Control, IN.tc_Control.xy);
  65. half4 splat_control_extra = tex2D(_ControlExtra, IN.tc_Control.xy);
  66. weight = dot(splat_control, half4(1, 1, 1, 1));
  67. weight += dot(splat_control_extra.r, half(1));
  68. splat_control /= (weight + 1e-3f);
  69. splat_control_extra /= (weight + 1e-3f);
  70. mixedDiffuse = 0;
  71. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
  72. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
  73. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy);
  74. mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw);
  75. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, IN.tc_Splat23.zw);
  76. #ifdef ENABLE_NORMAL_INTENSITY
  77. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
  78. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy));
  79. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy));
  80. fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw));
  81. fixed3 nrm4 = UnpackNormal(tex2D(_Normal4, IN.tc_Splat23.zw));
  82. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  83. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  84. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  85. nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3);
  86. nrm4 = splat_control_extra.r * MTE_NormalIntensity_fixed(nrm4, _NormalIntensity4);
  87. mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3 + nrm4);
  88. #else
  89. fixed4 nrm = 0.0f;
  90. nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
  91. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
  92. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy);
  93. nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw);
  94. nrm += splat_control_extra.r * tex2D(_Normal4, IN.tc_Splat23.zw);
  95. mixedNormal = UnpackNormal(nrm);
  96. #endif
  97. }
  98. void surf(Input IN, inout SurfaceOutput o)
  99. {
  100. fixed4 mixedDiffuse;
  101. half weight;
  102. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  103. o.Albedo = mixedDiffuse.rgb;
  104. o.Alpha = weight;
  105. o.Gloss = mixedDiffuse.a;
  106. o.Specular = _Shininess;
  107. }
  108. ENDCG
  109. Category
  110. {
  111. Tags
  112. {
  113. "Queue" = "Geometry-99"
  114. "RenderType" = "Opaque"
  115. }
  116. SubShader//for target 3.0+
  117. {
  118. CGPROGRAM
  119. #pragma target 3.0
  120. ENDCG
  121. }
  122. }
  123. Fallback "MTE/Surface/5 Textures/Bumped/Fog"
  124. CustomEditor "MTE.MTEShaderGUI"
  125. }