Shader "T4MShaders/ShaderModel2/Diffuse/T4M 5 Textures" { Properties { _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} _Splat4 ("Layer 5", 2D) = "white" {} _Control ("Control (RGBA)", 2D) = "white" {} _Control2 ("Control2 (RGBA)", 2D) = "white" {} _MainTex ("Never Used", 2D) = "white" {} } SubShader { Tags { "SplatCount" = "5" "Queue" = "Geometry-100" "RenderType" = "Opaque" } CGPROGRAM #pragma surface surf Lambert #pragma exclude_renderers gles xbox360 ps3 flash #pragma target 4.0 struct Input { float2 uv_Control : TEXCOORD0; float2 uv_Splat0 : TEXCOORD1; float2 uv_Splat1 : TEXCOORD2; float2 uv_Splat2 : TEXCOORD3; float2 uv_Splat3 : TEXCOORD4; float2 uv_Splat4 : TEXCOORD5; }; sampler2D _Control,_Control2; sampler2D _Splat0,_Splat1,_Splat2,_Splat3,_Splat4; void surf (Input IN, inout SurfaceOutput o) { fixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba; fixed2 splat_control2 = tex2D (_Control2, IN.uv_Control).rg; fixed3 col; col = splat_control.r * tex2D (_Splat0, IN.uv_Splat0).rgb; col += splat_control.g * tex2D (_Splat1, IN.uv_Splat1).rgb; col += splat_control.b * tex2D (_Splat2, IN.uv_Splat2).rgb; fixed3 col2; col2 = splat_control2.r * tex2D (_Splat3, IN.uv_Splat3).rgb; col2 += splat_control2.g* tex2D (_Splat4, IN.uv_Splat4).rgb; col += splat_control.a * col2.rgb; o.Albedo = col.rgb; o.Alpha = 0.0; } ENDCG } FallBack "Diffuse" }