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- Shader "MTE/Standard/2 Textures/Bumped"
- {
- Properties
- {
- _Control ("Control (RGBA)", 2D) = "red" {}
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Normal0 ("Normalmap 1", 2D) = "bump" {}
- _Normal1 ("Normalmap 2", 2D) = "bump" {}
- [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0
- _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0
- _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0
-
- [Toggle(SMOOTHNESS_TEXTURE)] SMOOTHNESS_TEXTURE ("Smoothness Texture", Float) = 0
- [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
- _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
- _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
- }
- CGINCLUDE
- #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
- #pragma multi_compile_fog
- #pragma shader_feature ENABLE_NORMAL_INTENSITY
- struct Input
- {
- float2 tc_Control : TEXCOORD0;
- float4 tc_Splat01 : TEXCOORD1;
- UNITY_FOG_COORDS(2)
- };
- sampler2D _Control;
- float4 _Control_ST;
- sampler2D _Splat0,_Splat1;
- float4 _Splat0_ST,_Splat1_ST;
- sampler2D _Normal0,_Normal1;
- #ifdef ENABLE_NORMAL_INTENSITY
- fixed _NormalIntensity0, _NormalIntensity1;
- #endif
- #define MTE_STANDARD_SHADER
- #include "UnityPBSLighting.cginc"
- #include "../../MTECommon.hlsl"
- half _Metallic0;
- half _Metallic1;
- half _Smoothness0;
- half _Smoothness1;
- void MTE_SplatmapVert(inout appdata_full v, out Input data)
- {
- UNITY_INITIALIZE_OUTPUT(Input, data);
- data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
- data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
- data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
- float4 pos = UnityObjectToClipPos(v.vertex);
- UNITY_TRANSFER_FOG(data, pos);
- v.tangent.xyz = cross(v.normal, float3(0,0,1));
- v.tangent.w = -1;
- }
- void MTE_SplatmapMix(Input IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse, inout float3 mixedNormal)
- {
- splat_control = tex2D(_Control, IN.tc_Control.xy);
- weight = dot(splat_control, half4(1, 1, 1, 1));
- splat_control /= (weight + 1e-3f);
- mixedDiffuse = 0.0f;
- mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r);
- mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g);
-
- #ifdef ENABLE_NORMAL_INTENSITY
- fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
- fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.zw));
- nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
- nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
- mixedNormal = normalize(nrm0 + nrm1);
- #else
- fixed4 nrm = 0.0f;
- nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
- nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
- mixedNormal = UnpackNormal(nrm);
- #endif
- }
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- half4 splat_control;
- fixed4 mixedDiffuse;
- half weight;
- half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, 0, 0);
- MTE_SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal);
- o.Albedo = mixedDiffuse.rgb;
- o.Alpha = weight;
- o.Smoothness = mixedDiffuse.a;
- o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, 0, 0));
- }
- ENDCG
- Category
- {
- Tags
- {
- "Queue" = "Geometry-99"
- "RenderType" = "Opaque"
- }
- SubShader//for target 3.0+
- {
- CGPROGRAM
- #pragma target 3.0
- ENDCG
- }
- SubShader//for target 2.0
- {
- CGPROGRAM
- ENDCG
- }
- }
- Fallback "MTE/Standard/2 Textures/Diffuse"
- CustomEditor "MTE.MTEShaderGUI"
- }
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