Bumped.shader 3.1 KB

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  1. Shader "MTE/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. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  11. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  12. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  13. }
  14. CGINCLUDE
  15. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  16. #pragma multi_compile_fog
  17. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  18. struct Input
  19. {
  20. float2 tc_Control : TEXCOORD0;
  21. float4 tc_Splat01 : TEXCOORD1;
  22. UNITY_FOG_COORDS(2)
  23. };
  24. sampler2D _Control;
  25. float4 _Control_ST;
  26. sampler2D _Splat0,_Splat1;
  27. float4 _Splat0_ST,_Splat1_ST;
  28. sampler2D _Normal0,_Normal1;
  29. #ifdef ENABLE_NORMAL_INTENSITY
  30. fixed _NormalIntensity0, _NormalIntensity1;
  31. #endif
  32. #include "../../MTECommon.hlsl"
  33. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  34. {
  35. UNITY_INITIALIZE_OUTPUT(Input, data);
  36. data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  37. data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  38. data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  39. float4 pos = UnityObjectToClipPos(v.vertex);
  40. UNITY_TRANSFER_FOG(data, pos);
  41. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  42. v.tangent.w = -1;
  43. }
  44. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  45. {
  46. half4 splat_control = tex2D (_Control, IN.tc_Control.xy);
  47. weight = dot(splat_control, half4(1, 1, 1, 1));
  48. splat_control /= (weight + 1e-3f);
  49. mixedDiffuse = 0.0f;
  50. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
  51. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
  52. #ifdef ENABLE_NORMAL_INTENSITY
  53. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
  54. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.zw));
  55. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  56. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  57. mixedNormal = normalize(nrm0 + nrm1);
  58. #else
  59. fixed4 nrm = 0.0f;
  60. nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
  61. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
  62. mixedNormal = UnpackNormal(nrm);
  63. #endif
  64. }
  65. void surf(Input IN, inout SurfaceOutput o)
  66. {
  67. fixed4 mixedDiffuse;
  68. half weight;
  69. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  70. o.Albedo = mixedDiffuse.rgb;
  71. o.Alpha = weight;
  72. }
  73. ENDCG
  74. Category
  75. {
  76. Tags
  77. {
  78. "Queue" = "Geometry-99"
  79. "RenderType" = "Opaque"
  80. }
  81. SubShader//for target 3.0+
  82. {
  83. CGPROGRAM
  84. #pragma target 3.0
  85. ENDCG
  86. }
  87. SubShader//for target 2.5
  88. {
  89. CGPROGRAM
  90. #pragma target 2.5
  91. ENDCG
  92. }
  93. SubShader//for target 2.0
  94. {
  95. CGPROGRAM
  96. #pragma target 2.0
  97. ENDCG
  98. }
  99. }
  100. Fallback "MTE/Surface/2 Textures/Diffuse"
  101. CustomEditor "MTE.MTEShaderGUI"
  102. }