Shader "TOZ/Object/Splat/VertexColors/Standard" { Properties { _Splat0("Layer 0 (R)", 2D) = "red" {} _Splat1("Layer 1 (G)", 2D) = "green" {} _Splat2("Layer 2 (B)", 2D) = "blue" {} _Splat3("Layer 3 (A)", 2D) = "black" {} _Normal0("Normal 0 (R)", 2D) = "bump" {} _Normal1("Normal 1 (G)", 2D) = "bump" {} _Normal2("Normal 2 (B)", 2D) = "bump" {} _Normal3("Normal 3 (A)", 2D) = "bump" {} [Gamma]_Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [Gamma]_Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [Gamma]_Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [Gamma]_Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 _Glossiness("Smoothness", Range(0,1)) = 0.5 } SubShader { Tags { "RenderType"="Opaque" "Queue" = "Geometry" } LOD 200 CGPROGRAM #pragma surface surf Standard vertex:vert fullforwardshadows #pragma target 3.0 sampler2D _Splat0, _Splat1, _Splat2, _Splat3; sampler2D _Normal0, _Normal1, _Normal2, _Normal3; float4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST; half _Metallic0, _Metallic1, _Metallic2, _Metallic3; half _Glossiness; struct Input { fixed4 color : COLOR0; float4 coord0 : TEXCOORD0; float4 coord1 : TEXCOORD1; }; void vert(inout appdata_full v, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); o.color = v.color; o.coord0.xy = v.texcoord.xy * _Splat0_ST.xy + _Splat0_ST.zw; o.coord0.zw = v.texcoord.xy * _Splat1_ST.xy + _Splat1_ST.zw; o.coord1.xy = v.texcoord.xy * _Splat2_ST.xy + _Splat2_ST.zw; o.coord1.zw = v.texcoord.xy * _Splat3_ST.xy + _Splat3_ST.zw; } void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 col, nrm; col = IN.color.r * tex2D(_Splat0, IN.coord0.xy); col += IN.color.g * tex2D(_Splat1, IN.coord0.zw); col += IN.color.b * tex2D(_Splat2, IN.coord1.xy); col += IN.color.a * tex2D(_Splat3, IN.coord1.zw); nrm = IN.color.r * tex2D(_Normal0, IN.coord0.xy); nrm += IN.color.g * tex2D(_Normal1, IN.coord0.zw); nrm += IN.color.b * tex2D(_Normal2, IN.coord1.xy); nrm += IN.color.a * tex2D(_Normal3, IN.coord1.zw); o.Albedo = col.rgb; o.Alpha = col.a; o.Normal = UnpackNormal(nrm); o.Smoothness = _Glossiness; o.Metallic = dot(IN.color, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)); } ENDCG } FallBack "Diffuse" }