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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- // Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
- // Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
- Shader "T4MShaders/ShaderModel2/Unlit/T4M World Projection Shader + LM"{
- Properties{
- _UpSide ("Up/Side Fighting", Float) = 2.5
- _Blend ("Blend Factor", Float) = 4
- _Tiling ("Up Texture Tiling (x/y) Side Texture Tiling (z/w)", Vector) = (0.5,0.5,0.5,0.5)
- _Splat0 ("Up Textue", 2D) = "white" {}
- _Splat1 ("Side Textue", 2D) = "white" {}
- _Control ("Never Used", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
- SubShader{
- Pass {
- CGPROGRAM
- // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members worldnormal,worldpos)
- #pragma exclude_renderers d3d11 xbox360
- #include "UnityCG.cginc"
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
- #pragma exclude_renderers xbox360 ps3
-
- uniform sampler2D _Splat0;
- uniform sampler2D _Splat1;
- uniform float _UpSide;
- uniform float _Blend;
- float4 _Tiling;
- #ifdef LIGHTMAP_ON
- //fixed4 unity_LightmapST;
- // sampler2D unity_Lightmap;
- #endif
- struct v2f
- {
- #ifdef LIGHTMAP_ON
- float2 uv[1] : TEXCOORD0;
- #endif
- float4 pos : SV_POSITION;
- float3 worldnormal;
- float3 worldpos;
- };
- v2f vert(appdata_base v)
- {
- v2f o;
- o.pos = UnityObjectToClipPos (v.vertex);
- o.worldnormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz;
- o.worldpos = mul(unity_ObjectToWorld, v.vertex);
- #ifdef LIGHTMAP_ON
- o.uv[0] = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
- return o;
- }
-
- fixed4 frag(v2f i) : COLOR
- {
- float2 SideTile = float2(_Tiling.z/10, _Tiling.w/10);
- fixed3 Up = tex2D(_Splat0, float2(_Tiling.x/10, _Tiling.y/10) *i.worldpos.zx);
- fixed3 Side = tex2D(_Splat1, SideTile*i.worldpos.xy);
- fixed3 Side2 = tex2D(_Splat1, SideTile*i.worldpos.zy);
- i.worldnormal = normalize(i.worldnormal);
- fixed3 projnormal = saturate(pow(i.worldnormal*_UpSide, _Blend));
- fixed4 c;
- c.xyz = lerp(lerp(Up, Side, projnormal.z), Side2, projnormal.x);
- c.w = 0;
- #ifdef LIGHTMAP_ON
- c.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv[0]));
- #endif
- return c;
- }
- ENDCG
- }
- }
- //FallBack "Diffuse"
- }
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