Diffuse.shader 5.3 KB

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  1. Shader "MTE/Standard/8 Textures/Diffuse"
  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. _Splat6("Layer 7", 2D) = "white" {}
  14. _Splat7("Layer 8", 2D) = "white" {}
  15. [Gamma] _Metallic0("Metallic 1", Range(0.0, 1.0)) = 0.0
  16. [Gamma] _Metallic1("Metallic 2", Range(0.0, 1.0)) = 0.0
  17. [Gamma] _Metallic2("Metallic 3", Range(0.0, 1.0)) = 0.0
  18. [Gamma] _Metallic3("Metallic 4", Range(0.0, 1.0)) = 0.0
  19. [Gamma] _Metallic4("Metallic 5", Range(0.0, 1.0)) = 0.0
  20. [Gamma] _Metallic5("Metallic 6", Range(0.0, 1.0)) = 0.0
  21. [Gamma] _Metallic6("Metallic 7", Range(0.0, 1.0)) = 0.0
  22. [Gamma] _Metallic7("Metallic 8", Range(0.0, 1.0)) = 0.0
  23. _Smoothness0("Smoothness 1", Range(0.0, 1.0)) = 1.0
  24. _Smoothness1("Smoothness 2", Range(0.0, 1.0)) = 1.0
  25. _Smoothness2("Smoothness 3", Range(0.0, 1.0)) = 1.0
  26. _Smoothness3("Smoothness 4", Range(0.0, 1.0)) = 1.0
  27. _Smoothness4("Smoothness 5", Range(0.0, 1.0)) = 1.0
  28. _Smoothness5("Smoothness 6", Range(0.0, 1.0)) = 1.0
  29. _Smoothness6("Smoothness 7", Range(0.0, 1.0)) = 1.0
  30. _Smoothness7("Smoothness 8", Range(0.0, 1.0)) = 1.0
  31. }
  32. CGINCLUDE
  33. #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  34. #pragma multi_compile_fog
  35. struct Input
  36. {
  37. float4 tc;
  38. UNITY_FOG_COORDS(0)
  39. };
  40. sampler2D _Control, _ControlExtra;
  41. float4 _Control_ST, _ControlExtra_ST;
  42. sampler2D _Splat0, _Splat1, _Splat2, _Splat3, _Splat4, _Splat5, _Splat6, _Splat7;
  43. float4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST, _Splat4_ST, _Splat5_ST, _Splat6_ST, _Splat7_ST;
  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 _Metallic6;
  54. half _Metallic7;
  55. half _Smoothness0;
  56. half _Smoothness1;
  57. half _Smoothness2;
  58. half _Smoothness3;
  59. half _Smoothness4;
  60. half _Smoothness5;
  61. half _Smoothness6;
  62. half _Smoothness7;
  63. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  64. {
  65. UNITY_INITIALIZE_OUTPUT(Input, data);
  66. data.tc = v.texcoord;
  67. float4 pos = UnityObjectToClipPos(v.vertex);
  68. UNITY_TRANSFER_FOG(data, pos);
  69. v.tangent.xyz = cross(v.normal, float3(0, 0, 1));
  70. v.tangent.w = -1;
  71. }
  72. void MTE_SplatmapMix(Input IN, half4 smoothness0, half4 smoothness1, out half4 splat_control, out half4 splat_control_extra, out half weight, out fixed4 mixedDiffuse)
  73. {
  74. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  75. float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
  76. float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
  77. float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
  78. float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
  79. float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
  80. float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
  81. float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
  82. float2 uvSplat6 = TRANSFORM_TEX(IN.tc.xy, _Splat6);
  83. float2 uvSplat7 = TRANSFORM_TEX(IN.tc.xy, _Splat7);
  84. splat_control = tex2D(_Control, uvControl);
  85. splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
  86. weight = dot(splat_control, half4(1, 1, 1, 1));
  87. weight += dot(splat_control_extra, half4(1, 1, 1, 1));
  88. splat_control /= (weight + 1e-3f);
  89. splat_control_extra /= (weight + 1e-3f);
  90. mixedDiffuse = 0;
  91. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0) * half4(1.0, 1.0, 1.0, smoothness0.r);
  92. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1) * half4(1.0, 1.0, 1.0, smoothness0.g);
  93. mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2) * half4(1.0, 1.0, 1.0, smoothness0.b);
  94. mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3) * half4(1.0, 1.0, 1.0, smoothness0.a);
  95. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4) * half4(1.0, 1.0, 1.0, smoothness1.r);
  96. mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5) * half4(1.0, 1.0, 1.0, smoothness1.g);
  97. mixedDiffuse += splat_control_extra.b * tex2D(_Splat6, uvSplat6) * half4(1.0, 1.0, 1.0, smoothness1.b);
  98. mixedDiffuse += splat_control_extra.a * tex2D(_Splat7, uvSplat7) * half4(1.0, 1.0, 1.0, smoothness1.a);
  99. }
  100. void surf(Input IN, inout SurfaceOutputStandard o)
  101. {
  102. half4 splat_control, splat_control_extra;
  103. fixed4 mixedDiffuse;
  104. half weight;
  105. half4 defaultSmoothness0 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
  106. half4 defaultSmoothness1 = half4(_Smoothness4, _Smoothness5, _Smoothness6, _Smoothness7);
  107. MTE_SplatmapMix(IN, defaultSmoothness0, defaultSmoothness1, splat_control, splat_control_extra, weight, mixedDiffuse);
  108. o.Albedo = mixedDiffuse.rgb;
  109. o.Alpha = weight;
  110. o.Smoothness = mixedDiffuse.a;
  111. o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)) + dot(splat_control_extra, half4(_Metallic4, _Metallic5, _Metallic6, _Metallic7));
  112. }
  113. ENDCG
  114. Category
  115. {
  116. Tags
  117. {
  118. "Queue" = "Geometry-99"
  119. "RenderType" = "Opaque"
  120. }
  121. SubShader//for target 3.0+
  122. {
  123. CGPROGRAM
  124. #pragma target 3.0
  125. ENDCG
  126. }
  127. }
  128. Fallback "Diffuse"
  129. CustomEditor "MTE.MTEShaderGUI"
  130. }