Diffuse.shader 2.9 KB

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  1. Shader "MTE/Surface/6 Textures/Diffuse"
  2. {
  3. Properties
  4. {
  5. _Control ("Control (RGBA)", 2D) = "red" {}
  6. _ControlExtra ("Control Extra (RG)", 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. _Splat5 ("Layer 6", 2D) = "white" {}
  13. }
  14. CGINCLUDE
  15. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  16. #pragma multi_compile_fog
  17. struct Input
  18. {
  19. float4 tc;
  20. UNITY_FOG_COORDS(0)
  21. };
  22. sampler2D _Control,_ControlExtra;
  23. float4 _Control_ST,_ControlExtra_ST;
  24. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5;
  25. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST, _Splat4_ST, _Splat5_ST;
  26. #include "../../MTECommon.hlsl"
  27. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  28. {
  29. UNITY_INITIALIZE_OUTPUT(Input, data);
  30. data.tc = v.texcoord;
  31. float4 pos = UnityObjectToClipPos(v.vertex);
  32. UNITY_TRANSFER_FOG(data, pos);
  33. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  34. v.tangent.w = -1;
  35. }
  36. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse)
  37. {
  38. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  39. float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
  40. float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
  41. float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
  42. float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
  43. float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
  44. float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
  45. float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
  46. half4 splat_control = tex2D(_Control, uvControl);
  47. half4 splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
  48. weight = dot(splat_control, half4(1, 1, 1, 1));
  49. weight += dot(splat_control_extra, half4(1, 1, 1, 1));
  50. splat_control /= (weight + 1e-3f);
  51. splat_control_extra /= (weight + 1e-3f);
  52. mixedDiffuse = 0;
  53. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0);
  54. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1);
  55. mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2);
  56. mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3);
  57. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4);
  58. mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5);
  59. }
  60. void surf(Input IN, inout SurfaceOutput o)
  61. {
  62. fixed4 mixedDiffuse;
  63. half weight;
  64. MTE_SplatmapMix(IN, weight, mixedDiffuse);
  65. o.Albedo = mixedDiffuse.rgb;
  66. o.Alpha = weight;
  67. }
  68. ENDCG
  69. Category
  70. {
  71. Tags
  72. {
  73. "Queue" = "Geometry-99"
  74. "RenderType" = "Opaque"
  75. }
  76. SubShader//for target 3.0+
  77. {
  78. CGPROGRAM
  79. #pragma target 3.0
  80. ENDCG
  81. }
  82. }
  83. Fallback "Diffuse"
  84. CustomEditor "MTE.MTEShaderGUI"
  85. }