Bumped.shader 5.4 KB

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  1. Shader "MTE/Standard/6 Textures/Bumped"
  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. _Normal0("Normal 1", 2D) = "bump" {}
  14. _Normal1("Normal 2", 2D) = "bump" {}
  15. _Normal2("Normal 3", 2D) = "bump" {}
  16. _Normal3("Normal 4", 2D) = "bump" {}
  17. _Normal4("Normal 5", 2D) = "bump" {}
  18. [Gamma] _Metallic0("Metallic 1", Range(0.0, 1.0)) = 0.0
  19. [Gamma] _Metallic1("Metallic 2", Range(0.0, 1.0)) = 0.0
  20. [Gamma] _Metallic2("Metallic 3", Range(0.0, 1.0)) = 0.0
  21. [Gamma] _Metallic3("Metallic 4", Range(0.0, 1.0)) = 0.0
  22. [Gamma] _Metallic4("Metallic 5", Range(0.0, 1.0)) = 0.0
  23. [Gamma] _Metallic5("Metallic 6", Range(0.0, 1.0)) = 0.0
  24. _Smoothness0("Smoothness 1", Range(0.0, 1.0)) = 1.0
  25. _Smoothness1("Smoothness 2", Range(0.0, 1.0)) = 1.0
  26. _Smoothness2("Smoothness 3", Range(0.0, 1.0)) = 1.0
  27. _Smoothness3("Smoothness 4", Range(0.0, 1.0)) = 1.0
  28. _Smoothness4("Smoothness 5", Range(0.0, 1.0)) = 1.0
  29. _Smoothness5("Smoothness 6", Range(0.0, 1.0)) = 1.0
  30. }
  31. CGINCLUDE
  32. #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  33. #pragma multi_compile_fog
  34. struct Input
  35. {
  36. float4 tc;
  37. UNITY_FOG_COORDS(0)
  38. };
  39. sampler2D _Control,_ControlExtra;
  40. float4 _Control_ST,_ControlExtra_ST;
  41. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5;
  42. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST, _Splat4_ST, _Splat5_ST;
  43. sampler2D _Normal0, _Normal1, _Normal2, _Normal3, _Normal4;
  44. #define MTE_STANDARD_SHADER
  45. #include "UnityPBSLighting.cginc"
  46. #include "../../MTECommon.hlsl"
  47. half _Metallic0;
  48. half _Metallic1;
  49. half _Metallic2;
  50. half _Metallic3;
  51. half _Metallic4;
  52. half _Metallic5;
  53. half _Smoothness0;
  54. half _Smoothness1;
  55. half _Smoothness2;
  56. half _Smoothness3;
  57. half _Smoothness4;
  58. half _Smoothness5;
  59. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  60. {
  61. UNITY_INITIALIZE_OUTPUT(Input, data);
  62. data.tc = v.texcoord;
  63. float4 pos = UnityObjectToClipPos(v.vertex);
  64. UNITY_TRANSFER_FOG(data, pos);
  65. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  66. v.tangent.w = -1;
  67. }
  68. void MTE_SplatmapMix(Input IN, half4 smoothness0, half4 smoothness1, out half4 splat_control, out half4 splat_control_extra, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  69. {
  70. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  71. float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
  72. float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
  73. float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
  74. float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
  75. float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
  76. float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
  77. float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
  78. splat_control = tex2D(_Control, uvControl);
  79. splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
  80. weight = dot(splat_control, half4(1, 1, 1, 1));
  81. weight += dot(splat_control_extra, half4(1, 1, 1, 1));
  82. splat_control /= (weight + 1e-3f);
  83. splat_control_extra /= (weight + 1e-3f);
  84. mixedDiffuse = 0;
  85. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0) * half4(1.0, 1.0, 1.0, smoothness0.r);
  86. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1) * half4(1.0, 1.0, 1.0, smoothness0.g);
  87. mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2) * half4(1.0, 1.0, 1.0, smoothness0.b);
  88. mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3) * half4(1.0, 1.0, 1.0, smoothness0.a);
  89. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4) * half4(1.0, 1.0, 1.0, smoothness1.r);
  90. mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5) * half4(1.0, 1.0, 1.0, smoothness1.g);
  91. fixed4 nrm = 0.0f;
  92. nrm += splat_control.r * tex2D(_Normal0, uvSplat0);
  93. nrm += splat_control.g * tex2D(_Normal1, uvSplat1);
  94. nrm += splat_control.b * tex2D(_Normal2, uvSplat2);
  95. nrm += splat_control.a * tex2D(_Normal3, uvSplat3);
  96. nrm += splat_control_extra.r * tex2D(_Normal4, uvSplat4);
  97. nrm += splat_control_extra.g * fixed4(0.5, 0.5, 1, 0.5);
  98. nrm += splat_control_extra.b * fixed4(0.5, 0.5, 1, 0.5);
  99. nrm += splat_control_extra.a * fixed4(0.5, 0.5, 1, 0.5);
  100. mixedNormal = UnpackNormal(nrm);
  101. }
  102. void surf(Input IN, inout SurfaceOutputStandard o)
  103. {
  104. half4 splat_control, splat_control_extra;
  105. fixed4 mixedDiffuse;
  106. half weight;
  107. half4 defaultSmoothness0 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
  108. half4 defaultSmoothness1 = half4(_Smoothness4, _Smoothness5, 0, 0);
  109. MTE_SplatmapMix(IN, defaultSmoothness0, defaultSmoothness1, splat_control, splat_control_extra, weight, mixedDiffuse, o.Normal);
  110. o.Albedo = mixedDiffuse.rgb;
  111. o.Alpha = weight;
  112. o.Smoothness = mixedDiffuse.a;
  113. o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)) + dot(splat_control_extra.rg, half2(_Metallic4, _Metallic5));
  114. }
  115. ENDCG
  116. Category
  117. {
  118. Tags
  119. {
  120. "Queue" = "Geometry-99"
  121. "RenderType" = "Opaque"
  122. }
  123. SubShader//for target 3.0+
  124. {
  125. CGPROGRAM
  126. #pragma target 3.0
  127. ENDCG
  128. }
  129. }
  130. Fallback "MTE/Standard/6 Textures/Diffuse"
  131. CustomEditor "MTE.MTEShaderGUI"
  132. }