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