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- Shader "MTE/Standard/8 Textures/Bumped"
- {
- Properties
- {
- _Control ("Control (RGBA)", 2D) = "red" {}
- _ControlExtra ("Control Extra (RGB)", 2D) = "black" {}
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Splat2 ("Layer 3", 2D) = "white" {}
- _Splat3 ("Layer 4", 2D) = "white" {}
- _Splat4 ("Layer 5", 2D) = "white" {}
- _Splat5 ("Layer 6", 2D) = "white" {}
- _Splat6 ("Layer 7", 2D) = "white" {}
- _Splat7 ("Layer 8", 2D) = "white" {}
- _Normal0("Normal 1", 2D) = "bump" {}
- _Normal1("Normal 2", 2D) = "bump" {}
- _Normal2("Normal 3", 2D) = "bump" {}
- _Normal3("Normal 4", 2D) = "bump" {}
- [Gamma] _Metallic0("Metallic 1", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic1("Metallic 2", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic2("Metallic 3", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic3("Metallic 4", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic4("Metallic 5", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic5("Metallic 6", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic6("Metallic 7", Range(0.0, 1.0)) = 0.0
- [Gamma] _Metallic7("Metallic 8", Range(0.0, 1.0)) = 0.0
- _Smoothness0("Smoothness 1", Range(0.0, 1.0)) = 1.0
- _Smoothness1("Smoothness 2", Range(0.0, 1.0)) = 1.0
- _Smoothness2("Smoothness 3", Range(0.0, 1.0)) = 1.0
- _Smoothness3("Smoothness 4", Range(0.0, 1.0)) = 1.0
- _Smoothness4("Smoothness 5", Range(0.0, 1.0)) = 1.0
- _Smoothness5("Smoothness 6", Range(0.0, 1.0)) = 1.0
- _Smoothness6("Smoothness 7", Range(0.0, 1.0)) = 1.0
- _Smoothness7("Smoothness 8", Range(0.0, 1.0)) = 1.0
- }
- CGINCLUDE
- #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
- #pragma multi_compile_fog
- struct Input
- {
- float4 tc;
- UNITY_FOG_COORDS(0)
- };
- sampler2D _Control,_ControlExtra;
- float4 _Control_ST,_ControlExtra_ST;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5,_Splat6,_Splat7;
- float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST,_Splat5_ST,_Splat6_ST,_Splat7_ST;
- sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
-
- #define MTE_STANDARD_SHADER
- #include "UnityPBSLighting.cginc"
- #include "../../MTECommon.hlsl"
- half _Metallic0;
- half _Metallic1;
- half _Metallic2;
- half _Metallic3;
- half _Metallic4;
- half _Metallic5;
- half _Metallic6;
- half _Metallic7;
- half _Smoothness0;
- half _Smoothness1;
- half _Smoothness2;
- half _Smoothness3;
- half _Smoothness4;
- half _Smoothness5;
- half _Smoothness6;
- half _Smoothness7;
- void MTE_SplatmapVert(inout appdata_full v, out Input data)
- {
- UNITY_INITIALIZE_OUTPUT(Input, data);
- data.tc = v.texcoord;
- 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 smoothness0, half4 smoothness1, out half4 splat_control, out half4 splat_control_extra, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
- {
- float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
- float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
- float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
- float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
- float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
- float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
- float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
- float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
- float2 uvSplat6 = TRANSFORM_TEX(IN.tc.xy, _Splat6);
- float2 uvSplat7 = TRANSFORM_TEX(IN.tc.xy, _Splat7);
- splat_control = tex2D(_Control, uvControl);
- splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
- weight = dot(splat_control, half4(1, 1, 1, 1));
- weight += dot(splat_control_extra, half4(1, 1, 1, 1));
- splat_control /= (weight + 1e-3f);
- splat_control_extra /= (weight + 1e-3f);
- mixedDiffuse = 0;
- mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0) * half4(1.0, 1.0, 1.0, smoothness0.r);
- mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1) * half4(1.0, 1.0, 1.0, smoothness0.g);
- mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2) * half4(1.0, 1.0, 1.0, smoothness0.b);
- mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3) * half4(1.0, 1.0, 1.0, smoothness0.a);
- mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4) * half4(1.0, 1.0, 1.0, smoothness1.r);
- mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5) * half4(1.0, 1.0, 1.0, smoothness1.g);
- mixedDiffuse += splat_control_extra.b * tex2D(_Splat6, uvSplat6) * half4(1.0, 1.0, 1.0, smoothness1.b);
- mixedDiffuse += splat_control_extra.a * tex2D(_Splat7, uvSplat7) * half4(1.0, 1.0, 1.0, smoothness1.a);
- fixed4 nrm = 0.0f;
- nrm += splat_control.r * tex2D(_Normal0, uvSplat0);
- nrm += splat_control.g * tex2D(_Normal1, uvSplat1);
- nrm += splat_control.b * tex2D(_Normal2, uvSplat2);
- nrm += splat_control.a * tex2D(_Normal3, uvSplat3);
- nrm += splat_control_extra.r * fixed4(0.5, 0.5, 1, 0.5);
- nrm += splat_control_extra.g * fixed4(0.5, 0.5, 1, 0.5);
- nrm += splat_control_extra.b * fixed4(0.5, 0.5, 1, 0.5);
- nrm += splat_control_extra.a * fixed4(0.5, 0.5, 1, 0.5);
- mixedNormal = UnpackNormal(nrm);
- }
- void surf(Input IN, inout SurfaceOutputStandard o)
- {
- half4 splat_control, splat_control_extra;
- fixed4 mixedDiffuse;
- half weight;
- half4 defaultSmoothness0 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
- half4 defaultSmoothness1 = half4(_Smoothness4, _Smoothness5, _Smoothness6, _Smoothness7);
- MTE_SplatmapMix(IN, defaultSmoothness0, defaultSmoothness1, splat_control, splat_control_extra, weight, mixedDiffuse, o.Normal);
- o.Albedo = mixedDiffuse.rgb;
- o.Alpha = weight;
- o.Smoothness = mixedDiffuse.a;
- o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)) + dot(splat_control_extra, half4(_Metallic4, _Metallic5, _Metallic6, _Metallic7));
- }
- ENDCG
-
- Category
- {
- Tags
- {
- "Queue" = "Geometry-99"
- "RenderType" = "Opaque"
- }
- SubShader//for target 3.0+
- {
- CGPROGRAM
- #pragma target 3.0
- ENDCG
- }
- }
- Fallback "MTE/Standard/8 Textures/Diffuse"
- CustomEditor "MTE.MTEShaderGUI"
- }
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