Bumped.shader 2.3 KB

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  1. Shader "MTE/Specialized/Mali 400/Surface/2 Textures/Bumped"
  2. {
  3. Properties
  4. {
  5. _Control ("Control (RGBA)", 2D) = "red" {}
  6. _Splat0 ("Layer 1", 2D) = "white" {}
  7. _Splat1 ("Layer 2", 2D) = "white" {}
  8. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  9. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  10. }
  11. CGINCLUDE
  12. #pragma fragmentoption ARB_precision_hint_nicest
  13. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  14. #pragma multi_compile_fog
  15. struct Input
  16. {
  17. float4 tc;
  18. UNITY_FOG_COORDS(0)
  19. };
  20. sampler2D _Control;
  21. float4 _Control_ST;
  22. sampler2D _Splat0,_Splat1,_Splat2;
  23. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
  24. sampler2D _Normal0,_Normal1,_Normal2;
  25. #include "../../../../MTECommon.hlsl"
  26. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  27. {
  28. UNITY_INITIALIZE_OUTPUT(Input, data);
  29. data.tc = v.texcoord;
  30. float4 pos = UnityObjectToClipPos (v.vertex);
  31. UNITY_TRANSFER_FOG(data, pos);
  32. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  33. v.tangent.w = -1;
  34. }
  35. void MTE_SplatmapMix(Input IN, out half weight, out float4 mixedDiffuse, out float3 mixedNormal)
  36. {
  37. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  38. float2 uvSplat0 = IN.tc.xy;
  39. float2 uvSplat1 = IN.tc.xy;
  40. float2 uvSplat2 = IN.tc.xy;
  41. half4 splat_control = tex2D(_Control, uvControl);
  42. weight = dot(splat_control, half4(1, 1, 1, 1));
  43. splat_control /= (weight + 1e-3f);
  44. mixedDiffuse = 0.0f;
  45. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0);
  46. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1);
  47. fixed4 nrm = 0.0f;
  48. nrm += splat_control.r * tex2D(_Normal0, uvSplat0);
  49. nrm += splat_control.g * tex2D(_Normal1, uvSplat1);
  50. mixedNormal = UnpackNormal(nrm);
  51. }
  52. void surf(Input IN, inout SurfaceOutput o)
  53. {
  54. fixed4 mixedDiffuse;
  55. half weight;
  56. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  57. o.Albedo = mixedDiffuse.rgb;
  58. o.Alpha = weight;
  59. }
  60. ENDCG
  61. Category
  62. {
  63. Tags
  64. {
  65. "Queue" = "Geometry-99"
  66. "RenderType" = "Opaque"
  67. }
  68. SubShader//for target 2.5
  69. {
  70. CGPROGRAM
  71. #pragma target 2.5
  72. ENDCG
  73. }
  74. SubShader//for target 2.0
  75. {
  76. CGPROGRAM
  77. #pragma target 2.0
  78. ENDCG
  79. }
  80. }
  81. Fallback "MTE/Specialized/Mali 400/Legacy/2 Textures/Diffuse"
  82. CustomEditor "MTE.MTEShaderGUI"
  83. }