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- Shader "T4MShaders/ShaderModel2/Bump/T4M 4 Textures Bumped" {
- Properties {
- _Splat0 ("Layer 1", 2D) = "white" {}
- _Splat1 ("Layer 2", 2D) = "white" {}
- _Splat2 ("Layer 3", 2D) = "white" {}
- _Splat3 ("Layer 4", 2D) = "white" {}
- _BumpSplat0 ("Layer1Normalmap", 2D) = "bump" {}
- _BumpSplat1 ("Layer2Normalmap", 2D) = "bump" {}
- _BumpSplat2 ("Layer3Normalmap", 2D) = "bump" {}
- _BumpSplat3 ("Layer4Normalmap", 2D) = "bump" {}
- _Control ("Control (RGBA)", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
- SubShader {
- Tags {
- "SplatCount" = "4"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf T4M exclude_path:prepass noforwardadd
- #pragma exclude_renderers xbox360 ps3 flash gles
- inline fixed4 LightingT4M (SurfaceOutput s, fixed3 lightDir, fixed atten)
- {
- fixed diff = dot (s.Normal, lightDir);
- fixed4 c;
- c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
- c.a = 0.0;
- return c;
- }
- 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;
- sampler2D _BumpSplat0,_BumpSplat1,_BumpSplat2,_BumpSplat3;
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;
-
- fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0).rgb;
- fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1).rgb;
- fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2).rgb;
- fixed3 lay4 = tex2D (_Splat3, IN.uv_Splat3).rgb;
- o.Alpha = 0.0;
- o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g+ lay3 * splat_control.b + lay4 * splat_control.a);
-
- fixed3 lay1B = UnpackNormal (tex2D(_BumpSplat0, IN.uv_Splat0));
- fixed3 lay2B = UnpackNormal (tex2D(_BumpSplat1, IN.uv_Splat1));
- fixed3 lay3B = UnpackNormal (tex2D(_BumpSplat2, IN.uv_Splat2));
- fixed3 lay4B = UnpackNormal (tex2D(_BumpSplat3, IN.uv_Splat3));
- o.Normal = (lay1B * splat_control.r + lay2B * splat_control.g+ lay3B * splat_control.b+ lay4B * splat_control.a);
- }
- ENDCG
- }
- // Fallback to Diffuse
- //FallBack "Diffuse"
- }
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