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160 lines
6.7 KiB
GLSL

Shader "Digger/Standard/TextureArray/Mesh-Pass1" {
Properties {
// set by digger engine
_SplatArray ("Texures", 2DArray) = "" {}
_NormalArray ("Normals", 2DArray) = "" {}
[Gamma] _Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
_Smoothness0 ("Smoothness 0", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
_Smoothness1 ("Smoothness 1", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
_Smoothness2 ("Smoothness 2", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
_Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic4 ("Metallic 4", Range(0.0, 1.0)) = 0.0
_Smoothness4 ("Smoothness 4", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic5 ("Metallic 5", Range(0.0, 1.0)) = 0.0
_Smoothness5 ("Smoothness 5", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic6 ("Metallic 6", Range(0.0, 1.0)) = 0.0
_Smoothness6 ("Smoothness 6", Range(0.0, 1.0)) = 0.0
[Gamma] _Metallic7 ("Metallic 7", Range(0.0, 1.0)) = 0.0
_Smoothness7 ("Smoothness 7", Range(0.0, 1.0)) = 0.0
// used in fallback on old cards & base map
_MainTex ("BaseMap (RGB)", 2D) = "white" {}
_Color ("Main Color", Color) = (1,1,1,1)
_tiles0x ("tile0X", float) = 0.03
_tiles0y ("tile0Y", float) = 0.03
_tiles1x ("tile1X", float) = 0.03
_tiles1y ("tile1Y", float) = 0.03
_tiles2x ("tile2X", float) = 0.03
_tiles2y ("tile2Y", float) = 0.03
_tiles3x ("tile3X", float) = 0.03
_tiles3y ("tile3Y", float) = 0.03
_tiles4x ("tile4X", float) = 0.03
_tiles4y ("tile4Y", float) = 0.03
_tiles5x ("tile5X", float) = 0.03
_tiles5y ("tile5Y", float) = 0.03
_tiles6x ("tile6X", float) = 0.03
_tiles6y ("tile6Y", float) = 0.03
_tiles7x ("tile7X", float) = 0.03
_tiles7y ("tile7Y", float) = 0.03
[HideInInspector] _offset0x ("offset0X", float) = 0
[HideInInspector] _offset0y ("offset0Y", float) = 0
[HideInInspector] _offset1x ("offset1X", float) = 0
[HideInInspector] _offset1y ("offset1Y", float) = 0
[HideInInspector] _offset2x ("offset2X", float) = 0
[HideInInspector] _offset2y ("offset2Y", float) = 0
[HideInInspector] _offset3x ("offset3X", float) = 0
[HideInInspector] _offset3y ("offset3Y", float) = 0
[HideInInspector] _offset4x ("offset4X", float) = 0
[HideInInspector] _offset4y ("offset4Y", float) = 0
[HideInInspector] _offset5x ("offset5X", float) = 0
[HideInInspector] _offset5y ("offset5Y", float) = 0
[HideInInspector] _offset6x ("offset6X", float) = 0
[HideInInspector] _offset6y ("offset6Y", float) = 0
[HideInInspector] _offset7x ("offset7X", float) = 0
[HideInInspector] _offset7y ("offset7Y", float) = 0
[HideInInspector] _NormalScale0 ("normalScale0", float) = 1
[HideInInspector] _NormalScale1 ("normalScale1", float) = 1
[HideInInspector] _NormalScale2 ("normalScale2", float) = 1
[HideInInspector] _NormalScale3 ("normalScale3", float) = 1
[HideInInspector] _NormalScale4 ("normalScale4", float) = 1
[HideInInspector] _NormalScale5 ("normalScale5", float) = 1
[HideInInspector] _NormalScale6 ("normalScale6", float) = 1
[HideInInspector] _NormalScale7 ("normalScale7", float) = 1
}
SubShader {
Tags {
"Queue" = "Geometry-104"
"IgnoreProjector"="True"
"RenderType" = "Opaque"
}
CGPROGRAM
#pragma surface surf Standard decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalgbuffer:SplatmapFinalGBuffer fullforwardshadows nometa
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd
#pragma require 2darray
#pragma multi_compile_fog // needed because finalcolor oppresses fog code generation.
#pragma target 3.0
// needs more than 8 texcoords
#pragma exclude_renderers gles
#include "UnityPBSLighting.cginc"
#pragma multi_compile __ _NORMALMAP
#define TERRAIN_SPLAT_ADDPASS
#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
#include "MeshTriplanarStandardTxtArray.cginc"
half _Metallic0;
half _Metallic1;
half _Metallic2;
half _Metallic3;
half _Metallic4;
half _Metallic5;
half _Metallic6;
half _Metallic7;
half _Smoothness0;
half _Smoothness1;
half _Smoothness2;
half _Smoothness3;
half _Smoothness4;
half _Smoothness5;
half _Smoothness6;
half _Smoothness7;
void SplatmapVert(inout appdata_full v, out Input data) {
UNITY_INITIALIZE_OUTPUT(Input, data);
data.splat_control03 = v.texcoord2;
data.splat_control47 = v.texcoord3;
float4 pos = UnityObjectToClipPos (v.vertex);
UNITY_TRANSFER_FOG(data, pos);
v.tangent.xyz = cross(v.normal, float3(0,0,1));
v.tangent.w = -1;
data.vertNormal = v.normal;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
half4 splat_control03 = IN.splat_control03;
half4 splat_control47 = IN.splat_control47;
half weight = dot(splat_control03, half4(1,1,1,1)) +
dot(splat_control47, half4(1,1,1,1));
// Normalize weights before lighting and restore weights in final modifier functions so that the overal
// lighting result can be correctly weighted.
splat_control03 /= (weight + 1e-3f);
splat_control47 /= (weight + 1e-3f);
fixed4 mixedDiffuse;
half4 defaultSmoothness03 = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
half4 defaultSmoothness47 = half4(_Smoothness4, _Smoothness5, _Smoothness6, _Smoothness7);
SplatmapMix(IN,
defaultSmoothness03,
defaultSmoothness47,
splat_control03,
splat_control47,
mixedDiffuse, o.Normal);
o.Albedo = mixedDiffuse.rgb;
o.Alpha = weight;
o.Smoothness = mixedDiffuse.a;
o.Metallic = dot(splat_control03, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)) +
dot(splat_control47, half4(_Metallic4, _Metallic5, _Metallic6, _Metallic7));
}
ENDCG
}
FallBack "Diffuse"
}