Shader "Nature/Terrain/Diffuse" { Properties { [HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {} [HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {} [HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {} [HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {} [HideInInspector] _Normal3 ("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2 ("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1 ("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0 ("Normal 0 (R)", 2D) = "bump" {} // used in fallback on old cards & base map [HideInInspector] _MainTex ("BaseMap (RGB)", 2D) = "white" {} [HideInInspector] _Color ("Main Color", Color) = (1,1,1,1) } CGINCLUDE #pragma surface surf Lambert vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer #pragma multi_compile_fog #include "TerrainSplatmapCommon.cginc" void surf(Input IN, inout SurfaceOutput o) { half4 splat_control; half weight; fixed4 mixedDiffuse; SplatmapMix(IN, splat_control, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } // TODO: Seems like "#pragma target 3.0 _TERRAIN_NORMAL_MAP" can't fallback correctly on less capable devices? // Use two sub-shaders to simulate different features for different targets and still fallback correctly. SubShader { // for sm3.0+ targets CGPROGRAM #pragma target 3.0 #pragma multi_compile __ _TERRAIN_NORMAL_MAP ENDCG } SubShader { // for sm2.0 targets CGPROGRAM ENDCG } } Dependency "AddPassShader" = "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass" Dependency "BaseMapShader" = "Diffuse" Dependency "Details0" = "Hidden/TerrainEngine/Details/Vertexlit" Dependency "Details1" = "Hidden/TerrainEngine/Details/WavingDoublePass" Dependency "Details2" = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass" Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree" Fallback "Diffuse" }