22 lines
819 B
HLSL
22 lines
819 B
HLSL
// 处理Gles 2.0平台下,一些常规计算方法不支持的情况
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#ifndef T4M_BASE_INCLUDE
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#define T4M_BASE_INCLUDE
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#include "UnityGiBase.cginc"
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#define COLOR_FRAG \
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float2 uv_0 = TRANSFORM_TEX(i.uv, _Splat0); \
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float2 uv_1 = TRANSFORM_TEX(i.uv, _Splat1); \
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float2 uv_2 = TRANSFORM_TEX(i.uv, _Splat2); \
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float2 uv_3 = TRANSFORM_TEX(i.uv, _Splat3); \
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fixed4 splat_0 = tex2D(_Splat0, uv_0); \
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fixed4 splat_1 = tex2D(_Splat1, uv_1); \
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fixed4 splat_2 = tex2D(_Splat2, uv_2); \
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fixed4 splat_3 = tex2D(_Splat3, uv_3); \
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fixed4 control = tex2D(_Control, i.uv); \
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fixed4 c = splat_0 * control.r + splat_1 * control.g + splat_2 * control.b + splat_3 * control.a
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uniform sampler2D _Splat0, _Splat1, _Splat2, _Splat3, _Control;
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uniform float4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
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uniform half _Emission;
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#endif |