T4M_createrole.shader 1.2 KB

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  1. Shader "T4MShaders/ShaderModel2/Diffuse/T4M 4 Textures_createrole" {
  2. Properties {
  3. _Splat0 ("Layer 1", 2D) = "white" {}
  4. _Splat1 ("Layer 2", 2D) = "white" {}
  5. _Splat2 ("Layer 3", 2D) = "white" {}
  6. _Splat3 ("Layer 4", 2D) = "white" {}
  7. _Control ("Control (RGBA)", 2D) = "white" {}
  8. _MainTex ("Never Used", 2D) = "white" {}
  9. }
  10. SubShader {
  11. Tags {
  12. "SplatCount" = "4"
  13. "RenderType" = "Opaque"
  14. }
  15. CGPROGRAM
  16. #pragma surface surf Lambert
  17. #pragma exclude_renderers xbox360 ps3
  18. struct Input {
  19. float2 uv_Control : TEXCOORD0;
  20. float2 uv_Splat0 : TEXCOORD1;
  21. float2 uv_Splat1 : TEXCOORD2;
  22. float2 uv_Splat2 : TEXCOORD3;
  23. float2 uv_Splat3 : TEXCOORD4;
  24. };
  25. sampler2D _Control;
  26. sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
  27. void surf (Input IN, inout SurfaceOutput o) {
  28. fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
  29. fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0);
  30. fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1);
  31. fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2);
  32. fixed3 lay4 = tex2D (_Splat3, IN.uv_Splat2);
  33. o.Alpha = 0.0;
  34. o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g + lay3 * splat_control.b + lay4 * splat_control.a);
  35. }
  36. ENDCG
  37. }
  38. // Fallback to Diffuse
  39. FallBack "Diffuse"
  40. }