Specular.shader 4.4 KB

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  1. //NOTE Use corresponding target 2.0 shader if you need to use this shader on lower-end devices that only support OpenGLES 2.0.
  2. Shader "MTE/Surface/4 Textures/Specular"
  3. {
  4. Properties
  5. {
  6. _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  7. _Shininess("Shininess", Range(0.03, 1)) = 0.078125
  8. _Control ("Control (RGBA)", 2D) = "red" {}
  9. _Splat0 ("Layer 1", 2D) = "white" {}
  10. _Splat1 ("Layer 2", 2D) = "white" {}
  11. _Splat2 ("Layer 3", 2D) = "white" {}
  12. _Splat3 ("Layer 4", 2D) = "white" {}
  13. _Normal0 ("Normalmap 1", 2D) = "bump" {}
  14. _Normal1 ("Normalmap 2", 2D) = "bump" {}
  15. _Normal2 ("Normalmap 3", 2D) = "bump" {}
  16. _Normal3 ("Normalmap 4", 2D) = "bump" {}
  17. [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0
  18. _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0
  19. _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0
  20. _NormalIntensity2 ("Normal Intensity 2", Range(0.01, 10)) = 1.0
  21. _NormalIntensity3 ("Normal Intensity 3", Range(0.01, 10)) = 1.0
  22. }
  23. CGINCLUDE
  24. #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  25. #pragma multi_compile_fog
  26. #pragma shader_feature ENABLE_NORMAL_INTENSITY
  27. struct Input
  28. {
  29. float2 tc_Control : TEXCOORD0;
  30. float4 tc_Splat01 : TEXCOORD1;
  31. float4 tc_Splat23 : TEXCOORD2;
  32. UNITY_FOG_COORDS(3)
  33. };
  34. sampler2D _Control;
  35. float4 _Control_ST;
  36. sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
  37. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST;
  38. sampler2D _Normal0,_Normal1,_Normal2,_Normal3;
  39. #ifdef ENABLE_NORMAL_INTENSITY
  40. fixed _NormalIntensity0, _NormalIntensity1, _NormalIntensity2, _NormalIntensity3;
  41. #endif
  42. #include "../../MTECommon.hlsl"
  43. half _Shininess;
  44. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  45. {
  46. UNITY_INITIALIZE_OUTPUT(Input, data);
  47. data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  48. data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  49. data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  50. data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
  51. data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3);
  52. float4 pos = UnityObjectToClipPos (v.vertex);
  53. UNITY_TRANSFER_FOG(data, pos);
  54. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  55. v.tangent.w = -1;
  56. }
  57. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  58. {
  59. half4 splat_control = tex2D(_Control, IN.tc_Control.xy);
  60. weight = dot(splat_control, half4(1, 1, 1, 1));
  61. splat_control /= (weight + 1e-3f);
  62. mixedDiffuse = 0.0f;
  63. mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy);
  64. mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw);
  65. mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy);
  66. mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw);
  67. #ifdef ENABLE_NORMAL_INTENSITY
  68. fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy));
  69. fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.xy));
  70. fixed3 nrm2 = UnpackNormal(tex2D(_Normal2, IN.tc_Splat23.xy));
  71. fixed3 nrm3 = UnpackNormal(tex2D(_Normal3, IN.tc_Splat23.zw));
  72. nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0);
  73. nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1);
  74. nrm2 = splat_control.b * MTE_NormalIntensity_fixed(nrm2, _NormalIntensity2);
  75. nrm3 = splat_control.a * MTE_NormalIntensity_fixed(nrm3, _NormalIntensity3);
  76. mixedNormal = normalize(nrm0 + nrm1 + nrm2 + nrm3);
  77. #else
  78. fixed4 nrm = 0.0f;
  79. nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy);
  80. nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw);
  81. nrm += splat_control.b * tex2D(_Normal2, IN.tc_Splat23.xy);
  82. nrm += splat_control.a * tex2D(_Normal3, IN.tc_Splat23.zw);
  83. mixedNormal = UnpackNormal(nrm);
  84. #endif
  85. }
  86. void surf(Input IN, inout SurfaceOutput o)
  87. {
  88. fixed4 mixedDiffuse;
  89. half weight;
  90. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  91. o.Albedo = mixedDiffuse.rgb;
  92. o.Alpha = weight;
  93. o.Gloss = mixedDiffuse.a;
  94. o.Specular = _Shininess;
  95. }
  96. ENDCG
  97. Category
  98. {
  99. Tags
  100. {
  101. "Queue" = "Geometry-99"
  102. "RenderType" = "Opaque"
  103. }
  104. SubShader//for target 3.0+
  105. {
  106. CGPROGRAM
  107. #pragma target 3.0
  108. ENDCG
  109. }
  110. }
  111. Fallback "MTE/Surface/4 Textures/Diffuse"
  112. CustomEditor "MTE.MTEShaderGUI"
  113. }