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- Shader "T4MShaders/ShaderModel3/Diffuse/T4M 2 Textures" {
- Properties {
- _Splat0 ("Layer 1 (R)", 2D) = "white" {}
- _Splat1 ("Layer 2 (G)", 2D) = "white" {}
- _Control ("Control (RGBA)", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "SplatCount" = "2"
- "Queue" = "Geometry-100"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf Lambert vertex:vert
- #pragma target 3.0
- #pragma exclude_renderers gles xbox360 ps3
- #include "UnityCG.cginc"
- struct Input {
- float3 worldPos;
- float2 uv_Control : TEXCOORD0;
- float2 uv_Splat0 : TEXCOORD1;
- float2 uv_Splat1 : TEXCOORD2;
- };
- void vert (inout appdata_full v) {
- float3 T1 = float3(1, 0, 1);
- float3 Bi = cross(T1, v.normal);
- float3 newTangent = cross(v.normal, Bi);
-
- normalize(newTangent);
- v.tangent.xyz = newTangent.xyz;
-
- if (dot(cross(v.normal,newTangent),Bi) < 0)
- v.tangent.w = -1.0f;
- else
- v.tangent.w = 1.0f;
- }
- sampler2D _Control;
- sampler2D _Splat0,_Splat1;
- void surf (Input IN, inout SurfaceOutput o) {
- half2 splat_control = tex2D (_Control, IN.uv_Control);
- half3 col;
- half4 splat0 = tex2D (_Splat0, IN.uv_Splat0);
- half4 splat1 = tex2D (_Splat1, IN.uv_Splat1);
-
- col = splat_control.r * splat0.rgb;
- col += splat_control.g * splat1.rgb;
- o.Albedo = col;
- o.Alpha = 0.0;
- }
- ENDCG
- }
- //FallBack "Diffuse"
- }
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