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- Shader "T4MShaders/ShaderModel2/Diffuse/T4M 4 Textures_createrole" {
- Properties {
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Splat2 ("Layer 3", 2D) = "white" {}
- _Splat3 ("Layer 4", 2D) = "white" {}
- _Control ("Control (RGBA)", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
-
- SubShader {
- Tags {
- "SplatCount" = "4"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf Lambert
- #pragma exclude_renderers xbox360 ps3
- struct Input {
- float2 uv_Control : TEXCOORD0;
- float2 uv_Splat0 : TEXCOORD1;
- float2 uv_Splat1 : TEXCOORD2;
- float2 uv_Splat2 : TEXCOORD3;
- float2 uv_Splat3 : TEXCOORD4;
- };
-
- sampler2D _Control;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
-
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
-
- fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0);
- fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1);
- fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2);
- fixed3 lay4 = tex2D (_Splat3, IN.uv_Splat2);
- o.Alpha = 0.0;
- o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g + lay3 * splat_control.b + lay4 * splat_control.a);
- }
- ENDCG
- }
- // Fallback to Diffuse
- FallBack "Diffuse"
- }
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