Specular.shader 3.8 KB

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  1. Shader "MTE/Surface/6 Textures/Specular"
  2. {
  3. Properties
  4. {
  5. _SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
  6. _Shininess("Shininess", Range(0.03, 1)) = 0.078125
  7. _Control ("Control (RGBA)", 2D) = "red" {}
  8. _ControlExtra ("Control Extra (RG)", 2D) = "black" {}
  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. _Splat4 ("Layer 5", 2D) = "white" {}
  14. _Splat5 ("Layer 6", 2D) = "white" {}
  15. _Normal0("Normal 1", 2D) = "bump" {}
  16. _Normal1("Normal 2", 2D) = "bump" {}
  17. _Normal2("Normal 3", 2D) = "bump" {}
  18. _Normal3("Normal 4", 2D) = "bump" {}
  19. _Normal4("Normal 5", 2D) = "bump" {}
  20. _Normal5("Normal 6", 2D) = "bump" {}
  21. }
  22. CGINCLUDE
  23. #pragma surface surf BlinnPhong vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  24. #pragma multi_compile_fog
  25. struct Input
  26. {
  27. float4 tc;
  28. UNITY_FOG_COORDS(0)
  29. };
  30. sampler2D _Control,_ControlExtra;
  31. float4 _Control_ST,_ControlExtra_ST;
  32. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5;
  33. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST, _Splat4_ST, _Splat5_ST;
  34. sampler2D _Normal0, _Normal1, _Normal2, _Normal3, _Normal4, _Normal5;
  35. #include "../../MTECommon.hlsl"
  36. half _Shininess;
  37. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  38. {
  39. UNITY_INITIALIZE_OUTPUT(Input, data);
  40. data.tc = v.texcoord;
  41. float4 pos = UnityObjectToClipPos(v.vertex);
  42. UNITY_TRANSFER_FOG(data, pos);
  43. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  44. v.tangent.w = -1;
  45. }
  46. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
  47. {
  48. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  49. float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
  50. float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
  51. float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
  52. float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
  53. float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
  54. float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
  55. float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
  56. half4 splat_control = tex2D(_Control, uvControl);
  57. half4 splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
  58. weight = dot(splat_control, half4(1, 1, 1, 1));
  59. weight += dot(splat_control_extra, half4(1, 1, 1, 1));
  60. splat_control /= (weight + 1e-3f);
  61. splat_control_extra /= (weight + 1e-3f);
  62. mixedDiffuse = 0;
  63. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0);
  64. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1);
  65. mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2);
  66. mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3);
  67. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4);
  68. mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5);
  69. fixed4 nrm = 0.0f;
  70. nrm += splat_control.r * tex2D(_Normal0, uvSplat0);
  71. nrm += splat_control.g * tex2D(_Normal1, uvSplat1);
  72. nrm += splat_control.b * tex2D(_Normal2, uvSplat2);
  73. nrm += splat_control.a * tex2D(_Normal3, uvSplat3);
  74. nrm += splat_control_extra.r * tex2D(_Normal4, uvSplat4);
  75. nrm += splat_control_extra.g * tex2D(_Normal5, uvSplat5);
  76. mixedNormal = UnpackNormal(nrm);
  77. }
  78. void surf(Input IN, inout SurfaceOutput o)
  79. {
  80. fixed4 mixedDiffuse;
  81. half weight;
  82. MTE_SplatmapMix(IN, weight, mixedDiffuse, o.Normal);
  83. o.Albedo = mixedDiffuse.rgb;
  84. o.Alpha = weight;
  85. o.Gloss = mixedDiffuse.a;
  86. o.Specular = _Shininess;
  87. }
  88. ENDCG
  89. Category
  90. {
  91. Tags
  92. {
  93. "Queue" = "Geometry-99"
  94. "RenderType" = "Opaque"
  95. }
  96. SubShader//for target 3.0+
  97. {
  98. CGPROGRAM
  99. #pragma target 3.0
  100. ENDCG
  101. }
  102. }
  103. Fallback "MTE/Surface/6 Textures/Bumped"
  104. CustomEditor "MTE.MTEShaderGUI"
  105. }