T4M 5 Textures.shader 2.0 KB

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  1. Shader "T4MShaders/ShaderModel3/Diffuse/T4M 5 Textures" {
  2. Properties {
  3. _Splat0 ("Layer 1 (R)", 2D) = "white" {}
  4. _Splat1 ("Layer 2 (G)", 2D) = "white" {}
  5. _Splat2 ("Layer 3 (B)", 2D) = "white" {}
  6. _Splat3 ("Layer 4 (A)", 2D) = "white" {}
  7. _Splat4 ("Layer 5", 2D) = "white" {}
  8. _Control ("Control (RGBA)", 2D) = "white" {}
  9. _Control2 ("Control2 (RGBA)", 2D) = "white" {}
  10. _MainTex ("Never Used", 2D) = "white" {}
  11. }
  12. SubShader {
  13. Tags {
  14. "SplatCount" = "5"
  15. "Queue" = "Geometry-100"
  16. "RenderType" = "Opaque"
  17. }
  18. CGPROGRAM
  19. #pragma surface surf Lambert vertex:vert
  20. #pragma target 4.0
  21. #pragma exclude_renderers gles xbox360 ps3
  22. #include "UnityCG.cginc"
  23. struct Input {
  24. float3 worldPos;
  25. float2 uv_Control : TEXCOORD0;
  26. float2 uv_Splat0 : TEXCOORD1;
  27. float2 uv_Splat1 : TEXCOORD2;
  28. float2 uv_Splat2 : TEXCOORD3;
  29. float2 uv_Splat3 : TEXCOORD4;
  30. float2 uv_Splat4 : TEXCOORD5;
  31. };
  32. void vert (inout appdata_full v) {
  33. float3 T1 = float3(1, 0, 1);
  34. float3 Bi = cross(T1, v.normal);
  35. float3 newTangent = cross(v.normal, Bi);
  36. normalize(newTangent);
  37. v.tangent.xyz = newTangent.xyz;
  38. if (dot(cross(v.normal,newTangent),Bi) < 0)
  39. v.tangent.w = -1.0f;
  40. else
  41. v.tangent.w = 1.0f;
  42. }
  43. sampler2D _Control,_Control2;
  44. sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4;
  45. void surf (Input IN, inout SurfaceOutput o) {
  46. half4 splat_control = tex2D (_Control, IN.uv_Control);
  47. half2 splat_control2 = tex2D (_Control2, IN.uv_Control);
  48. half3 col;
  49. half3 col2;
  50. half3 splat0 = tex2D (_Splat0, IN.uv_Splat0).rgb;
  51. half3 splat1 = tex2D (_Splat1, IN.uv_Splat1).rgb;
  52. half3 splat2 = tex2D (_Splat2, IN.uv_Splat2).rgb;
  53. half3 splat3 = tex2D (_Splat3, IN.uv_Splat3).rgb;
  54. half3 splat4 = tex2D (_Splat4, IN.uv_Splat4).rgb;
  55. col = splat_control.r * splat0.rgb;
  56. col += splat_control.g * splat1.rgb;
  57. col += splat_control.b * splat2.rgb;
  58. col2 = splat_control2.r * splat3.rgb;
  59. col2 += splat_control2.g * splat4.rgb;
  60. col += splat_control.a * col2.rgb;
  61. o.Albedo = col;
  62. o.Alpha = 0.0;
  63. }
  64. ENDCG
  65. }
  66. //FallBack "Diffuse"
  67. }