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- Shader "T4MShaders/ShaderModel2/Diffuse/T4M 5 Textures" {
- Properties {
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Splat2 ("Layer 3", 2D) = "white" {}
- _Splat3 ("Layer 4", 2D) = "white" {}
- _Splat4 ("Layer 5", 2D) = "white" {}
- _Control ("Control (RGBA)", 2D) = "white" {}
- _Control2 ("Control2 (RGBA)", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
-
- SubShader {
- Tags {
- "SplatCount" = "5"
- "Queue" = "Geometry-100"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf Lambert
- #pragma exclude_renderers gles xbox360 ps3 flash
- struct Input {
- float2 uv_Control : TEXCOORD0;
- float2 uv_Splat0 : TEXCOORD1;
- float2 uv_Splat1 : TEXCOORD2;
- float2 uv_Splat2 : TEXCOORD3;
- float2 uv_Splat3 : TEXCOORD4;
- float2 uv_Splat4 : TEXCOORD5;
- };
-
- sampler2D _Control,_Control2;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4;
-
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
- fixed2 splat_control2 = tex2D (_Control2, IN.uv_Control).rg;
- fixed3 col;
- col = splat_control.r * tex2D (_Splat0, IN.uv_Splat0).rgb;
- col += splat_control.g * tex2D (_Splat1, IN.uv_Splat1).rgb;
- col += splat_control.b * tex2D (_Splat2, IN.uv_Splat2).rgb;
- fixed3 col2;
- col2 = splat_control2.r * tex2D (_Splat3, IN.uv_Splat3).rgb;
- col2 += splat_control2.g* tex2D (_Splat4, IN.uv_Splat4).rgb;
-
- col += splat_control.a * col2.rgb;
-
-
- o.Albedo = col.rgb;
- o.Alpha = 0.0;
- }
- ENDCG
- }
- ////FallBack "Diffuse"
- }
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