Files
Main/Assets/GameAssets/RawResources/shader/External/T4M/T4M 5 Textures.shader
2025-01-25 04:38:09 +08:00

58 lines
1.8 KiB
Plaintext

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"
}