Diffuse.shader 1.9 KB

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  1. Shader "MTE/Specialized/Mali 400/Surface/2 Textures/Diffuse"
  2. {
  3. Properties
  4. {
  5. _Control ("Control (RGBA)", 2D) = "red" {}
  6. _Splat0 ("Layer 1", 2D) = "white" {}
  7. _Splat1 ("Layer 2", 2D) = "white" {}
  8. }
  9. CGINCLUDE
  10. #pragma fragmentoption ARB_precision_hint_nicest
  11. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  12. #pragma multi_compile_fog
  13. struct Input
  14. {
  15. float4 tc;
  16. UNITY_FOG_COORDS(0)
  17. };
  18. sampler2D _Control;
  19. float4 _Control_ST;
  20. sampler2D _Splat0,_Splat1,_Splat2;
  21. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
  22. #include "../../../../MTECommon.hlsl"
  23. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  24. {
  25. UNITY_INITIALIZE_OUTPUT(Input, data);
  26. data.tc = v.texcoord;
  27. float4 pos = UnityObjectToClipPos (v.vertex);
  28. UNITY_TRANSFER_FOG(data, pos);
  29. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  30. v.tangent.w = -1;
  31. }
  32. void MTE_SplatmapMix(Input IN, out half weight, out float4 mixedDiffuse)
  33. {
  34. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  35. float2 uvSplat0 = IN.tc.xy;
  36. float2 uvSplat1 = IN.tc.xy;
  37. half4 splat_control = tex2D(_Control, uvControl);
  38. weight = dot(splat_control, half4(1, 1, 1, 1));
  39. splat_control /= (weight + 1e-3f);
  40. mixedDiffuse = 0.0f;
  41. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0);
  42. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1);
  43. }
  44. void surf(Input IN, inout SurfaceOutput o)
  45. {
  46. fixed4 mixedDiffuse;
  47. half weight;
  48. MTE_SplatmapMix(IN, weight, mixedDiffuse);
  49. o.Albedo = mixedDiffuse.rgb;
  50. o.Alpha = weight;
  51. }
  52. ENDCG
  53. Category
  54. {
  55. Tags
  56. {
  57. "Queue" = "Geometry-99"
  58. "RenderType" = "Opaque"
  59. }
  60. SubShader//for target 2.5
  61. {
  62. CGPROGRAM
  63. #pragma target 2.5
  64. ENDCG
  65. }
  66. SubShader//for target 2.0
  67. {
  68. CGPROGRAM
  69. #pragma target 2.0
  70. ENDCG
  71. }
  72. }
  73. CustomEditor "MTE.MTEShaderGUI"
  74. }