3 Textures_baked_lightmap.shader 2.8 KB

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  1. Shader "MTE/Unlit/3 Textures (no realtime shadow, baked lightmap)"
  2. {
  3. Properties
  4. {
  5. _Control("Control (RGBA)", 2D) = "red" {}
  6. _Splat0("Layer 1", 2D) = "white" {}
  7. _Splat1("Layer 2", 2D) = "white" {}
  8. _Splat2("Layer 3", 2D) = "white" {}
  9. }
  10. CGINCLUDE
  11. #pragma vertex vert
  12. #pragma fragment frag
  13. #pragma multi_compile_fog
  14. #pragma multi_compile _ LIGHTMAP_ON
  15. #include "UnityCG.cginc"
  16. //#define DEBUG_LIGHTMAP
  17. sampler2D _Control;
  18. float4 _Control_ST;
  19. sampler2D _Splat0,_Splat1,_Splat2;
  20. float4 _Splat0_ST,_Splat1_ST,_Splat2_ST;
  21. struct v2f
  22. {
  23. float4 pos : SV_POSITION;
  24. float4 tc_Control : TEXCOORD0;
  25. float4 tc_Splat01 : TEXCOORD1;
  26. float2 tc_Splat2 : TEXCOORD2;
  27. UNITY_FOG_COORDS(3)
  28. };
  29. struct appdata_lightmap
  30. {
  31. float4 vertex : POSITION;
  32. float2 texcoord : TEXCOORD0;
  33. float2 texcoord1 : TEXCOORD1;
  34. float2 fogCoord : TEXCOORD2;
  35. };
  36. v2f vert(appdata_lightmap v)
  37. {
  38. v2f o;
  39. UNITY_INITIALIZE_OUTPUT(v2f, o);
  40. o.pos = UnityObjectToClipPos(v.vertex);
  41. o.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control);
  42. #ifdef LIGHTMAP_ON
  43. o.tc_Control.zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;//save lightmap uv in tc_Control.zw
  44. #endif
  45. o.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
  46. o.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);
  47. o.tc_Splat2.xy = TRANSFORM_TEX(v.texcoord, _Splat2);
  48. UNITY_TRANSFER_FOG(o, o.pos);
  49. return o;
  50. }
  51. fixed4 frag(v2f i) : SV_Target
  52. {
  53. half4 splat_control = tex2D(_Control, i.tc_Control.xy);
  54. fixed4 mixedDiffuse = 0.0f;
  55. mixedDiffuse += splat_control.r * tex2D(_Splat0, i.tc_Splat01.xy);
  56. mixedDiffuse += splat_control.g * tex2D(_Splat1, i.tc_Splat01.zw);
  57. mixedDiffuse += splat_control.b * tex2D(_Splat2, i.tc_Splat2.xy);
  58. fixed4 color = mixedDiffuse;
  59. #ifdef LIGHTMAP_ON
  60. color.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.tc_Control.zw));
  61. #endif
  62. UNITY_APPLY_FOG(i.fogCoord, color);
  63. #ifdef DEBUG_LIGHTMAP
  64. color *=
  65. #ifdef LIGHTMAP_ON
  66. fixed4(0,1.0f,0,1.0f);
  67. #else
  68. fixed4(1.0f,0,0,1.0f);
  69. #endif
  70. #endif
  71. return color;
  72. }
  73. ENDCG
  74. SubShader
  75. {
  76. Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
  77. // Without baked lightmap
  78. Pass {
  79. Tags{ "LIGHTMODE" = "Vertex" }
  80. Lighting Off
  81. CGPROGRAM
  82. ENDCG
  83. }
  84. // With baked lightmap
  85. Pass
  86. {
  87. Tags{ "LIGHTMODE" = "VertexLM" "RenderType" = "Opaque" }
  88. CGPROGRAM
  89. ENDCG
  90. }
  91. }
  92. Fallback "Diffuse"
  93. CustomEditor "MTE.MTEShaderGUI"
  94. }