// Modified version of Unity built-in shader. Shader "Hidden/TerrainEngine/Splatmap/Digger/Cuttable-Triplanar-BaseGen" { Properties { [HideInInspector] _Control("AlphaMap", 2D) = "" {} [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [HideInInspector] [Gamma] _Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector] [Gamma] _Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector] [Gamma] _Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector] [Gamma] _Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Smoothness0 ("Smoothness 0", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness1 ("Smoothness 1", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness2 ("Smoothness 2", Range(0.0, 1.0)) = 1.0 [HideInInspector] _Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 1.0 [HideInInspector] _DstBlend("DstBlend", Float) = 0.0 } SubShader { CGINCLUDE #include "UnityCG.cginc" sampler2D _Control; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; ENDCG Pass { Tags { "Name" = "_MainTex" "Format" = "ARGB32" "Size" = "1" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _Splat0; sampler2D _Splat1; sampler2D _Splat2; sampler2D _Splat3; float _Smoothness0; float _Smoothness1; float _Smoothness2; float _Smoothness3; float4 _Control_TexelSize; float4 _Splat0_ST; float4 _Splat1_ST; float4 _Splat2_ST; float4 _Splat3_ST; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // adjust splatUVs so the edges of the terrain tile lie on pixel centers float2 controlUV = (v.texcoord * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; o.texcoord0 = controlUV; o.texcoord1 = TRANSFORM_TEX(v.texcoord, _Splat0); o.texcoord2 = TRANSFORM_TEX(v.texcoord, _Splat1); o.texcoord3 = TRANSFORM_TEX(v.texcoord, _Splat2); o.texcoord4 = TRANSFORM_TEX(v.texcoord, _Splat3); return o; } float4 frag(v2f i) : SV_Target { float4 alpha = tex2D(_Control, i.texcoord0); float4 splat0 = tex2D(_Splat0, i.texcoord1); float4 splat1 = tex2D(_Splat1, i.texcoord2); float4 splat2 = tex2D(_Splat2, i.texcoord3); float4 splat3 = tex2D(_Splat3, i.texcoord4); splat0.a *= _Smoothness0; splat1.a *= _Smoothness1; splat2.a *= _Smoothness2; splat3.a *= _Smoothness3; float4 albedoSmoothness = splat0 * alpha.x; albedoSmoothness += splat1 * alpha.y; albedoSmoothness += splat2 * alpha.z; albedoSmoothness += splat3 * alpha.w; return albedoSmoothness; } ENDCG } Pass { Tags { "Name" = "_MetallicTex" "Format" = "R8" "Size" = "1/4" "EmptyColor" = "FF000000" } ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag float _Metallic0; float _Metallic1; float _Metallic2; float _Metallic3; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.texcoord0 = v.texcoord; return o; } float4 frag(v2f i) : SV_Target { float4 alpha = tex2D(_Control, i.texcoord0); float4 metallic = { _Metallic0 * alpha.x, 0, 0, 0 }; metallic.r += _Metallic1 * alpha.y; metallic.r += _Metallic2 * alpha.z; metallic.r += _Metallic3 * alpha.w; return metallic; } ENDCG } } Fallback Off }