T4M 2 Textures.shader 889 B

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  1. Shader "T4MShaders/ShaderModel2/Diffuse/T4M 2 Textures" {
  2. Properties {
  3. _Splat0 ("Layer 1", 2D) = "white" {}
  4. _Splat1 ("Layer 2", 2D) = "white" {}
  5. _Control ("Control (RGBA)", 2D) = "white" {}
  6. _MainTex ("Never Used", 2D) = "white" {}
  7. }
  8. SubShader {
  9. Tags {
  10. "SplatCount" = "2"
  11. "RenderType" = "Opaque"
  12. }
  13. CGPROGRAM
  14. #pragma surface surf Lambert
  15. #pragma exclude_renderers xbox360 ps3
  16. struct Input {
  17. float2 uv_Control : TEXCOORD0;
  18. float2 uv_Splat0 : TEXCOORD1;
  19. float2 uv_Splat1 : TEXCOORD2;
  20. };
  21. sampler2D _Control;
  22. sampler2D _Splat0,_Splat1;
  23. void surf (Input IN, inout SurfaceOutput o) {
  24. fixed2 splat_control = tex2D (_Control, IN.uv_Control).rgba;
  25. fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0);
  26. fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1);
  27. o.Alpha = 0.0;
  28. o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g);
  29. }
  30. ENDCG
  31. }
  32. ////FallBack "Diffuse"
  33. }