Shader "T4MShaders/ShaderModel2/Diffuse/T4M 3 Textures" { Properties { _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Control ("Control (RGBA)", 2D) = "white" {} _MainTex ("Never Used", 2D) = "white" {} } SubShader { Tags { "SplatCount" = "3" "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert #pragma exclude_renderers xbox360 ps3 struct Input { float2 uv_Control : TEXCOORD0; float2 uv_Splat0 : TEXCOORD1; float2 uv_Splat1 : TEXCOORD2; float2 uv_Splat2 : TEXCOORD3; }; sampler2D _Control; sampler2D _Splat0,_Splat1,_Splat2; void surf (Input IN, inout SurfaceOutput o) { fixed3 splat_control = tex2D (_Control, IN.uv_Control).rgba; fixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0); fixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1); fixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2); o.Alpha = 0.0; o.Albedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g + lay3 * splat_control.b ); } ENDCG } FallBack "Diffuse" }