Bumped.shader 4.0 KB

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  1. Shader "MTE/Surface/8 Textures/Bumped"
  2. {
  3. Properties
  4. {
  5. _Control ("Control (RGBA)", 2D) = "red" {}
  6. _ControlExtra ("Control Extra (RGBA)", 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. _Normal0("Normal 1", 2D) = "bump" {}
  16. _Normal1("Normal 2", 2D) = "bump" {}
  17. _Normal2("Normal 3", 2D) = "bump" {}
  18. _Normal3("Normal 4", 2D) = "bump" {}
  19. }
  20. CGINCLUDE
  21. #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer
  22. #pragma multi_compile_fog
  23. struct Input
  24. {
  25. float4 tc;
  26. UNITY_FOG_COORDS(0)
  27. };
  28. sampler2D _Control,_ControlExtra;
  29. float4 _Control_ST,_ControlExtra_ST;
  30. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4,_Splat5,_Splat6,_Splat7;
  31. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST,_Splat4_ST,_Splat5_ST,_Splat6_ST,_Splat7_ST;
  32. sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
  33. #include "../../MTECommon.hlsl"
  34. void MTE_SplatmapVert(inout appdata_full v, out Input data)
  35. {
  36. UNITY_INITIALIZE_OUTPUT(Input, data);
  37. data.tc = v.texcoord;
  38. float4 pos = UnityObjectToClipPos(v.vertex);
  39. UNITY_TRANSFER_FOG(data, pos);
  40. v.tangent.xyz = cross(v.normal, float3(0,0,1));
  41. v.tangent.w = -1;
  42. }
  43. void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse, out fixed3 mixedNormal)
  44. {
  45. float2 uvControl = TRANSFORM_TEX(IN.tc.xy, _Control);
  46. float2 uvControlExtra = TRANSFORM_TEX(IN.tc.xy, _ControlExtra);
  47. float2 uvSplat0 = TRANSFORM_TEX(IN.tc.xy, _Splat0);
  48. float2 uvSplat1 = TRANSFORM_TEX(IN.tc.xy, _Splat1);
  49. float2 uvSplat2 = TRANSFORM_TEX(IN.tc.xy, _Splat2);
  50. float2 uvSplat3 = TRANSFORM_TEX(IN.tc.xy, _Splat3);
  51. float2 uvSplat4 = TRANSFORM_TEX(IN.tc.xy, _Splat4);
  52. float2 uvSplat5 = TRANSFORM_TEX(IN.tc.xy, _Splat5);
  53. float2 uvSplat6 = TRANSFORM_TEX(IN.tc.xy, _Splat6);
  54. float2 uvSplat7 = TRANSFORM_TEX(IN.tc.xy, _Splat7);
  55. half4 splat_control = tex2D(_Control, uvControl);
  56. half4 splat_control_extra = tex2D(_ControlExtra, uvControlExtra);
  57. weight = dot(splat_control, half4(1, 1, 1, 1));
  58. weight += dot(splat_control_extra, half4(1, 1, 1, 1));
  59. splat_control /= (weight + 1e-3f);
  60. splat_control_extra /= (weight + 1e-3f);
  61. mixedDiffuse = 0;
  62. mixedDiffuse += splat_control.r * tex2D(_Splat0, uvSplat0);
  63. mixedDiffuse += splat_control.g * tex2D(_Splat1, uvSplat1);
  64. mixedDiffuse += splat_control.b * tex2D(_Splat2, uvSplat2);
  65. mixedDiffuse += splat_control.a * tex2D(_Splat3, uvSplat3);
  66. mixedDiffuse += splat_control_extra.r * tex2D(_Splat4, uvSplat4);
  67. mixedDiffuse += splat_control_extra.g * tex2D(_Splat5, uvSplat5);
  68. mixedDiffuse += splat_control_extra.b * tex2D(_Splat6, uvSplat6);
  69. mixedDiffuse += splat_control_extra.a * tex2D(_Splat7, uvSplat7);
  70. fixed4 nrm = 0.0f;
  71. nrm += splat_control.r * tex2D(_Normal0, uvSplat0);
  72. nrm += splat_control.g * tex2D(_Normal1, uvSplat1);
  73. nrm += splat_control.b * tex2D(_Normal2, uvSplat2);
  74. nrm += splat_control.a * tex2D(_Normal3, uvSplat3);
  75. nrm += splat_control_extra.r * fixed4(0.5, 0.5, 1, 0.5);
  76. nrm += splat_control_extra.g * fixed4(0.5, 0.5, 1, 0.5);
  77. nrm += splat_control_extra.b * fixed4(0.5, 0.5, 1, 0.5);
  78. nrm += splat_control_extra.a * fixed4(0.5, 0.5, 1, 0.5);
  79. mixedNormal = UnpackNormal(nrm);
  80. }
  81. void surf(Input IN, inout SurfaceOutput o)
  82. {
  83. fixed4 mixedDiffuse;
  84. fixed3 mixedNormal;
  85. half weight;
  86. MTE_SplatmapMix(IN, weight, mixedDiffuse, mixedNormal);
  87. o.Albedo = mixedDiffuse.rgb;
  88. o.Alpha = weight;
  89. o.Normal = mixedNormal;
  90. }
  91. ENDCG
  92. Category
  93. {
  94. Tags
  95. {
  96. "Queue" = "Geometry-99"
  97. "RenderType" = "Opaque"
  98. }
  99. SubShader//for target 3.0+
  100. {
  101. CGPROGRAM
  102. #pragma target 3.0
  103. ENDCG
  104. }
  105. }
  106. Fallback "MTE/Surface/8 Textures/Diffuse"
  107. CustomEditor "MTE.MTEShaderGUI"
  108. }