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- Shader "MTE/Unlit/3 Textures (no realtime shadow, baked lightmap)"
- {
- Properties
- {
- _Control("Control (RGBA)", 2D) = "red" {}
- _Splat0("Layer 1", 2D) = "white" {}
- _Splat1("Layer 2", 2D) = "white" {}
- _Splat2("Layer 3", 2D) = "white" {}
- }
- CGINCLUDE
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #pragma multi_compile _ LIGHTMAP_ON
- #include "UnityCG.cginc"
- //#define DEBUG_LIGHTMAP
-
- sampler2D _Control;
- float4 _Control_ST;
- sampler2D _Splat0,_Splat1,_Splat2;
- float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
- struct v2f
- {
- float4 pos : SV_POSITION;
- float4 tc_Control : TEXCOORD0;
- float4 tc_Splat01 : TEXCOORD1;
- float2 tc_Splat2 : TEXCOORD2;
- UNITY_FOG_COORDS(3)
- };
- struct appdata_lightmap
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- float2 texcoord1 : TEXCOORD1;
- float2 fogCoord : TEXCOORD2;
- };
- v2f vert(appdata_lightmap v)
- {
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- o.pos = UnityObjectToClipPos(v.vertex);
- o.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
- #ifdef LIGHTMAP_ON
- o.tc_Control.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;//save lightmap uv in tc_Control.zw
- #endif
- o.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
- o.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
- o.tc_Splat2.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
- UNITY_TRANSFER_FOG(o, o.pos);
- return o;
- }
- fixed4 frag(v2f i) : SV_Target
- {
- half4 splat_control = tex2D(_Control, i.tc_Control.xy);
- fixed4 mixedDiffuse = 0.0f;
- mixedDiffuse += splat_control.r * tex2D(_Splat0, i.tc_Splat01.xy);
- mixedDiffuse += splat_control.g * tex2D(_Splat1, i.tc_Splat01.zw);
- mixedDiffuse += splat_control.b * tex2D(_Splat2, i.tc_Splat2.xy);
- fixed4 color = mixedDiffuse;
-
- #ifdef LIGHTMAP_ON
- color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.tc_Control.zw));
- #endif
- UNITY_APPLY_FOG(i.fogCoord, color);
-
- #ifdef DEBUG_LIGHTMAP
- color *=
- #ifdef LIGHTMAP_ON
- fixed4(0,1.0f,0,1.0f);
- #else
- fixed4(1.0f,0,0,1.0f);
- #endif
- #endif
- return color;
- }
- ENDCG
- SubShader
- {
- Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
- // Without baked lightmap
- Pass {
- Tags{ "LIGHTMODE" = "Vertex" }
- Lighting Off
- CGPROGRAM
- ENDCG
- }
- // With baked lightmap
- Pass
- {
- Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
- CGPROGRAM
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "MTE.MTEShaderGUI"
- }
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