54 lines
1.6 KiB
Plaintext
54 lines
1.6 KiB
Plaintext
Shader "Hidden/TerrainEngine/Splatmap/Specular-AddPass" {
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Properties {
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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// set by terrain engine
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[HideInInspector] _Control ("Control (RGBA)", 2D) = "red" {}
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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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SubShader {
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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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CGPROGRAM
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#pragma surface surf BlinnPhong decal:add vertex:SplatmapVert finalcolor:SplatmapFinalColor finalprepass:SplatmapFinalPrepass finalgbuffer:SplatmapFinalGBuffer
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#pragma multi_compile_fog
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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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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#define TERRAIN_SPLAT_ADDPASS
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#include "TerrainSplatmapCommon.cginc"
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half _Shininess;
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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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o.Gloss = mixedDiffuse.a;
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o.Specular = _Shininess;
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}
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ENDCG
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}
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Fallback "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
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}
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