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121 lines
4.6 KiB
GLSL
121 lines
4.6 KiB
GLSL
Shader "Digger/Standard/Mesh-Pass3" {
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Properties {
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// set by digger engine
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_Splat0 ("Layer 0", 2D) = "white" {}
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_Splat1 ("Layer 1", 2D) = "white" {}
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_Splat2 ("Layer 2", 2D) = "white" {}
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_Splat3 ("Layer 3", 2D) = "white" {}
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_Normal0 ("Normal 0", 2D) = "bump" {}
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_Normal1 ("Normal 1", 2D) = "bump" {}
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_Normal2 ("Normal 2", 2D) = "bump" {}
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_Normal3 ("Normal 3", 2D) = "bump" {}
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[Gamma] _Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
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_Smoothness0 ("Smoothness 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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_Smoothness1 ("Smoothness 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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_Smoothness2 ("Smoothness 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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_Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 0.0
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// used in fallback on old cards & base map
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_MainTex ("BaseMap (RGB)", 2D) = "white" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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_tiles0x ("tile0X", float) = 0.03
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_tiles0y ("tile0Y", float) = 0.03
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_tiles1x ("tile1X", float) = 0.03
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_tiles1y ("tile1Y", float) = 0.03
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_tiles2x ("tile2X", float) = 0.03
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_tiles2y ("tile2Y", float) = 0.03
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_tiles3x ("tile3X", float) = 0.03
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_tiles3y ("tile3Y", float) = 0.03
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[HideInInspector] _offset0x ("offset0X", float) = 0
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[HideInInspector] _offset0y ("offset0Y", float) = 0
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[HideInInspector] _offset1x ("offset1X", float) = 0
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[HideInInspector] _offset1y ("offset1Y", float) = 0
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[HideInInspector] _offset2x ("offset2X", float) = 0
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[HideInInspector] _offset2y ("offset2Y", float) = 0
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[HideInInspector] _offset3x ("offset3X", float) = 0
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[HideInInspector] _offset3y ("offset3Y", float) = 0
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[HideInInspector] _NormalScale0 ("normalScale0", float) = 1
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[HideInInspector] _NormalScale1 ("normalScale1", float) = 1
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[HideInInspector] _NormalScale2 ("normalScale2", float) = 1
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[HideInInspector] _NormalScale3 ("normalScale3", float) = 1
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}
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SubShader {
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Tags {
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"Queue" = "Geometry-102"
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"IgnoreProjector" = "True"
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"RenderType" = "Opaque"
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"DisableBatching" = "True"
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}
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CGPROGRAM
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#pragma surface surf Standard decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer fullforwardshadows nometa
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#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
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#pragma multi_compile_fog
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#pragma target 3.0
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// needs more than 8 texcoords
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#pragma exclude_renderers gles
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#include "UnityPBSLighting.cginc"
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#pragma multi_compile __ _NORMALMAP
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#define TERRAIN_SPLAT_ADDPASS
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#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
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#include "MeshTriplanarStandard.cginc"
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half _Metallic0;
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half _Metallic1;
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half _Metallic2;
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half _Metallic3;
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half _Smoothness0;
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half _Smoothness1;
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half _Smoothness2;
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half _Smoothness3;
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void SplatmapVert(inout appdata_full v, out Input data) {
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UNITY_INITIALIZE_OUTPUT(Input, data);
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data.splat_control = v.texcoord3;
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float4 pos = UnityObjectToClipPos (v.vertex);
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UNITY_TRANSFER_FOG(data, pos);
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v.tangent.xyz = cross(v.normal, float3(0,0,1));
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v.tangent.w = -1;
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data.vertNormal = v.normal;
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half4 splat_control03 = IN.splat_control;
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half weight = dot(splat_control03, half4(1,1,1,1));
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// Normalize weights before lighting and restore weights in final modifier functions so that the overal
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// lighting result can be correctly weighted.
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splat_control03 /= (weight + 1e-3f);
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fixed4 mixedDiffuse;
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half4 defaultSmoothness03 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
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SplatmapMix(IN,
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defaultSmoothness03,
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splat_control03,
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mixedDiffuse, o.Normal);
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o.Albedo = mixedDiffuse.rgb;
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o.Alpha = weight;
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o.Smoothness = mixedDiffuse.a;
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o.Metallic = dot(splat_control03, 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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}
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