53 lines
1.7 KiB
Plaintext
53 lines
1.7 KiB
Plaintext
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Shader "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass" {
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Properties {
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[HideInInspector] _Control ("Control (RGBA)", 2D) = "black" {}
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[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
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[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
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[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
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[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
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[HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {}
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[HideInInspector] _Normal2 ("Normal 2 (B)", 2D) = "bump" {}
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[HideInInspector] _Normal1 ("Normal 1 (G)", 2D) = "bump" {}
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[HideInInspector] _Normal0 ("Normal 0 (R)", 2D) = "bump" {}
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}
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CGINCLUDE
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#pragma surface surf Lambert decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer
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#pragma multi_compile_fog
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#define TERRAIN_SPLAT_ADDPASS
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#include "TerrainSplatmapCommon.cginc"
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void surf(Input IN, inout SurfaceOutput o)
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{
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half4 splat_control;
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half weight;
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fixed4 mixedDiffuse;
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SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal);
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o.Albedo = mixedDiffuse.rgb;
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o.Alpha = weight;
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}
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ENDCG
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Category {
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Tags {
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"Queue" = "Geometry-99"
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"IgnoreProjector"="True"
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"RenderType" = "Opaque"
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}
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// TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices?
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// Use two sub-shaders to simulate different features for different targets and still fallback correctly.
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SubShader { // for sm3.0+ targets
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CGPROGRAM
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#pragma target 3.0
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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ENDCG
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}
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SubShader { // for sm2.0 targets
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CGPROGRAM
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ENDCG
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}
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}
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Fallback off
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}
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