Работа шейдера — есть две карты масок(всего 8 каналов) и 9 карт текстур. Первая текстура заливает весь террейн, следующие рисуются по маскам, все с настройками тайлинга. Так же материал работает с лайтмапой.
Может ли кто то подсказать в чем проблема и реально ли это вообще? На третьем опенГЛ норм работает.
Синтаксис:
Используется csharp
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Shader created with Shader Forge v1.32
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.32;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:0,lgpr:1,limd:1,spmd:0,trmd:0,grmd:0,uamb:False,mssp:True,bkdf:True,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:8730,x:35357,y:33573,varname:node_8730,prsc:2|diff-6119-OUT;n:type:ShaderForge.SFN_Tex2dAsset,id:6175,x:32048,y:32485,ptovrint:False,ptlb:Base,ptin:_Base,varname:node_6175,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:8363,x:32265,y:32468,varname:node_8363,prsc:2,ntxv:0,isnm:False|TEX-6175-TEX;n:type:ShaderForge.SFN_Tex2d,id:4988,x:32265,y:32641,varname:node_4988,prsc:2,ntxv:0,isnm:False|TEX-8546-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:8546,x:32048,y:32657,ptovrint:False,ptlb:TextureMR,ptin:_TextureMR,varname:node_8546,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2dAsset,id:916,x:32048,y:32830,ptovrint:False,ptlb:TextureMG,ptin:_TextureMG,varname:node_916,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:2772,x:32265,y:32816,varname:node_2772,prsc:2,ntxv:0,isnm:False|TEX-916-TEX;n:type:ShaderForge.SFN_Tex2d,id:4813,x:32265,y:32957,varname:node_4813,prsc:2,ntxv:0,isnm:False|TEX-1476-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:1476,x:32048,y:33010,ptovrint:False,ptlb:TextureM2B,ptin:_TextureM2B,varname:node_1476,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2dAsset,id:5650,x:32048,y:33199,ptovrint:False,ptlb:TextureM2G,ptin:_TextureM2G,varname:node_5650,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:8274,x:32265,y:33117,varname:node_8274,prsc:2,ntxv:0,isnm:False|TEX-5650-TEX;n:type:ShaderForge.SFN_Tex2d,id:3232,x:32798,y:32274,ptovrint:False,ptlb:Mask,ptin:_Mask,varname:node_3232,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Lerp,id:1540,x:32586,y:32597,varname:node_1540,prsc:2|A-8363-RGB,B-4988-RGB,T-3232-R;n:type:ShaderForge.SFN_Lerp,id:952,x:32870,y:32681,varname:node_952,prsc:2|A-1540-OUT,B-2772-RGB,T-3232-G;n:type:ShaderForge.SFN_Lerp,id:5917,x:33195,y:32860,varname:node_5917,prsc:2|A-952-OUT,B-4813-RGB,T-7611-B;n:type:ShaderForge.SFN_Tex2d,id:7611,x:33642,y:32317,ptovrint:False,ptlb:Mask2,ptin:_Mask2,varname:node_7611,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_Lerp,id:5592,x:33417,y:33020,varname:node_5592,prsc:2|A-5917-OUT,B-8274-RGB,T-7611-G;n:type:ShaderForge.SFN_Tex2d,id:4425,x:32265,y:33297,varname:node_4425,prsc:2,ntxv:0,isnm:False|TEX-3246-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:3246,x:32048,y:33395,ptovrint:False,ptlb:TextureM2A,ptin:_TextureM2A,varname:node_3246,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Lerp,id:6051,x:33708,y:33132,varname:node_6051,prsc:2|A-5592-OUT,B-4425-RGB,T-7611-A;n:type:ShaderForge.SFN_Tex2dAsset,id:2599,x:32048,y:33624,ptovrint:False,ptlb:TextureMB,ptin:_TextureMB,varname:node_2599,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:276,x:32253,y:33455,varname:node_276,prsc:2,ntxv:0,isnm:False|TEX-2599-TEX;n:type:ShaderForge.SFN_Lerp,id:545,x:34100,y:33337,varname:node_545,prsc:2|A-6051-OUT,B-276-RGB,T-3232-B;n:type:ShaderForge.SFN_Tex2dAsset,id:7898,x:32048,y:33845,ptovrint:False,ptlb:TextureMA,ptin:_TextureMA,varname:node_7898,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Tex2d,id:6008,x:32277,y:33624,varname:node_6008,prsc:2,ntxv:0,isnm:False|TEX-7898-TEX;n:type:ShaderForge.SFN_Lerp,id:1599,x:34470,y:33508,varname:node_1599,prsc:2|A-545-OUT,B-6008-RGB,T-3232-A;n:type:ShaderForge.SFN_Tex2d,id:7964,x:32295,y:33880,varname:node_7964,prsc:2,ntxv:0,isnm:False|TEX-8249-TEX;n:type:ShaderForge.SFN_Tex2dAsset,id:8249,x:32048,y:34091,ptovrint:False,ptlb:TextureM2R,ptin:_TextureM2R,varname:node_8249,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Lerp,id:6119,x:34673,y:33630,varname:node_6119,prsc:2|A-1599-OUT,B-7964-RGB,T-7611-R;proporder:6175-8546-916-2599-7898-8249-5650-1476-3246-3232-7611;pass:END;sub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Shader "Custom/Terrain" {
Properties {
_Base ("Base", 2D) = "white" {}
_TextureMR ("TextureMR", 2D) = "white" {}
_TextureMG ("TextureMG", 2D) = "white" {}
_TextureMB ("TextureMB", 2D) = "white" {}
_TextureMA ("TextureMA", 2D) = "white" {}
_TextureM2R ("TextureM2R", 2D) = "white" {}
_TextureM2G ("TextureM2G", 2D) = "white" {}
_TextureM2B ("TextureM2B", 2D) = "white" {}
_TextureM2A ("TextureM2A", 2D) = "white" {}
_Mask ("Mask", 2D) = "black" {}
_Mask2 ("Mask2", 2D) = "black" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
LOD 200
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3
#pragma target 3.0
uniform sampler2D _Base; uniform float4 _Base_ST;
uniform sampler2D _TextureMR; uniform float4 _TextureMR_ST;
uniform sampler2D _TextureMG; uniform float4 _TextureMG_ST;
uniform sampler2D _TextureM2B; uniform float4 _TextureM2B_ST;
uniform sampler2D _TextureM2G; uniform float4 _TextureM2G_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform sampler2D _Mask2; uniform float4 _Mask2_ST;
uniform sampler2D _TextureM2A; uniform float4 _TextureM2A_ST;
uniform sampler2D _TextureMB; uniform float4 _TextureMB_ST;
uniform sampler2D _TextureMA; uniform float4 _TextureMA_ST;
uniform sampler2D _TextureM2R; uniform float4 _TextureM2R_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - 0;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float4 node_8363 = tex2D(_Base,TRANSFORM_TEX(i.uv0, _Base));
float4 node_4988 = tex2D(_TextureMR,TRANSFORM_TEX(i.uv0, _TextureMR));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float4 node_2772 = tex2D(_TextureMG,TRANSFORM_TEX(i.uv0, _TextureMG));
float4 node_4813 = tex2D(_TextureM2B,TRANSFORM_TEX(i.uv0, _TextureM2B));
float4 _Mask2_var = tex2D(_Mask2,TRANSFORM_TEX(i.uv0, _Mask2));
float4 node_8274 = tex2D(_TextureM2G,TRANSFORM_TEX(i.uv0, _TextureM2G));
float4 node_4425 = tex2D(_TextureM2A,TRANSFORM_TEX(i.uv0, _TextureM2A));
float4 node_276 = tex2D(_TextureMB,TRANSFORM_TEX(i.uv0, _TextureMB));
float4 node_6008 = tex2D(_TextureMA,TRANSFORM_TEX(i.uv0, _TextureMA));
float4 node_7964 = tex2D(_TextureM2R,TRANSFORM_TEX(i.uv0, _TextureM2R));
float3 diffuseColor = lerp(lerp(lerp(lerp(lerp(lerp(lerp(lerp(node_8363.rgb,node_4988.rgb,_Mask_var.r),node_2772.rgb,_Mask_var.g),node_4813.rgb,_Mask2_var.b),node_8274.rgb,_Mask2_var.g),node_4425.rgb,_Mask2_var.a),node_276.rgb,_Mask_var.b),node_6008.rgb,_Mask_var.a),node_7964.rgb,_Mask2_var.r);
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3
#pragma target 3.0
uniform sampler2D _Base; uniform float4 _Base_ST;
uniform sampler2D _TextureMR; uniform float4 _TextureMR_ST;
uniform sampler2D _TextureMG; uniform float4 _TextureMG_ST;
uniform sampler2D _TextureM2B; uniform float4 _TextureM2B_ST;
uniform sampler2D _TextureM2G; uniform float4 _TextureM2G_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform sampler2D _Mask2; uniform float4 _Mask2_ST;
uniform sampler2D _TextureM2A; uniform float4 _TextureM2A_ST;
uniform sampler2D _TextureMB; uniform float4 _TextureMB_ST;
uniform sampler2D _TextureMA; uniform float4 _TextureMA_ST;
uniform sampler2D _TextureM2R; uniform float4 _TextureM2R_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
o.Emission = 0;
float4 node_8363 = tex2D(_Base,TRANSFORM_TEX(i.uv0, _Base));
float4 node_4988 = tex2D(_TextureMR,TRANSFORM_TEX(i.uv0, _TextureMR));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float4 node_2772 = tex2D(_TextureMG,TRANSFORM_TEX(i.uv0, _TextureMG));
float4 node_4813 = tex2D(_TextureM2B,TRANSFORM_TEX(i.uv0, _TextureM2B));
float4 _Mask2_var = tex2D(_Mask2,TRANSFORM_TEX(i.uv0, _Mask2));
float4 node_8274 = tex2D(_TextureM2G,TRANSFORM_TEX(i.uv0, _TextureM2G));
float4 node_4425 = tex2D(_TextureM2A,TRANSFORM_TEX(i.uv0, _TextureM2A));
float4 node_276 = tex2D(_TextureMB,TRANSFORM_TEX(i.uv0, _TextureMB));
float4 node_6008 = tex2D(_TextureMA,TRANSFORM_TEX(i.uv0, _TextureMA));
float4 node_7964 = tex2D(_TextureM2R,TRANSFORM_TEX(i.uv0, _TextureM2R));
float3 diffColor = lerp(lerp(lerp(lerp(lerp(lerp(lerp(lerp(node_8363.rgb,node_4988.rgb,_Mask_var.r),node_2772.rgb,_Mask_var.g),node_4813.rgb,_Mask2_var.b),node_8274.rgb,_Mask2_var.g),node_4425.rgb,_Mask2_var.a),node_276.rgb,_Mask_var.b),node_6008.rgb,_Mask_var.a),node_7964.rgb,_Mask2_var.r);
o.Albedo = diffColor;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
// Shader created with Shader Forge v1.32
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Custom/Terrain" {
Properties {
_Base ("Base", 2D) = "white" {}
_TextureMR ("TextureMR", 2D) = "white" {}
_TextureMG ("TextureMG", 2D) = "white" {}
_TextureMB ("TextureMB", 2D) = "white" {}
_TextureMA ("TextureMA", 2D) = "white" {}
_TextureM2R ("TextureM2R", 2D) = "white" {}
_TextureM2G ("TextureM2G", 2D) = "white" {}
_TextureM2B ("TextureM2B", 2D) = "white" {}
_TextureM2A ("TextureM2A", 2D) = "white" {}
_Mask ("Mask", 2D) = "black" {}
_Mask2 ("Mask2", 2D) = "black" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
LOD 200
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3
#pragma target 3.0
uniform sampler2D _Base; uniform float4 _Base_ST;
uniform sampler2D _TextureMR; uniform float4 _TextureMR_ST;
uniform sampler2D _TextureMG; uniform float4 _TextureMG_ST;
uniform sampler2D _TextureM2B; uniform float4 _TextureM2B_ST;
uniform sampler2D _TextureM2G; uniform float4 _TextureM2G_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform sampler2D _Mask2; uniform float4 _Mask2_ST;
uniform sampler2D _TextureM2A; uniform float4 _TextureM2A_ST;
uniform sampler2D _TextureMB; uniform float4 _TextureMB_ST;
uniform sampler2D _TextureMA; uniform float4 _TextureMA_ST;
uniform sampler2D _TextureM2R; uniform float4 _TextureM2R_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
float3 normalDir : TEXCOORD4;
float3 tangentDir : TEXCOORD5;
float3 bitangentDir : TEXCOORD6;
LIGHTING_COORDS(7,8)
UNITY_FOG_COORDS(9)
#if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
float4 ambientOrLightmapUV : TEXCOORD10;
#endif
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
#ifdef LIGHTMAP_ON
o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
o.ambientOrLightmapUV.zw = 0;
#elif UNITY_SHOULD_SAMPLE_SH
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
o.normalDir = UnityObjectToWorldNormal(v.normal);
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = UnityObjectToClipPos(v.vertex );
UNITY_TRANSFER_FOG(o,o.pos);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
float3 normalDirection = i.normalDir;
float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// GI Data:
UnityLight light;
#ifdef LIGHTMAP_OFF
light.color = lightColor;
light.dir = lightDirection;
light.ndotl = LambertTerm (normalDirection, light.dir);
#else
light.color = half3(0.f, 0.f, 0.f);
light.ndotl = 0.0f;
light.dir = half3(0.f, 0.f, 0.f);
#endif
UnityGIInput d;
d.light = light;
d.worldPos = i.posWorld.xyz;
d.worldViewDir = viewDirection;
d.atten = attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
d.ambient = 0;
d.lightmapUV = i.ambientOrLightmapUV;
#else
d.ambient = i.ambientOrLightmapUV;
#endif
Unity_GlossyEnvironmentData ugls_en_data;
ugls_en_data.roughness = 1.0 - 0;
ugls_en_data.reflUVW = viewReflectDirection;
UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
lightDirection = gi.light.dir;
lightColor = gi.light.color;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += gi.indirect.diffuse;
float4 node_8363 = tex2D(_Base,TRANSFORM_TEX(i.uv0, _Base));
float4 node_4988 = tex2D(_TextureMR,TRANSFORM_TEX(i.uv0, _TextureMR));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float4 node_2772 = tex2D(_TextureMG,TRANSFORM_TEX(i.uv0, _TextureMG));
float4 node_4813 = tex2D(_TextureM2B,TRANSFORM_TEX(i.uv0, _TextureM2B));
float4 _Mask2_var = tex2D(_Mask2,TRANSFORM_TEX(i.uv0, _Mask2));
float4 node_8274 = tex2D(_TextureM2G,TRANSFORM_TEX(i.uv0, _TextureM2G));
float4 node_4425 = tex2D(_TextureM2A,TRANSFORM_TEX(i.uv0, _TextureM2A));
float4 node_276 = tex2D(_TextureMB,TRANSFORM_TEX(i.uv0, _TextureMB));
float4 node_6008 = tex2D(_TextureMA,TRANSFORM_TEX(i.uv0, _TextureMA));
float4 node_7964 = tex2D(_TextureM2R,TRANSFORM_TEX(i.uv0, _TextureM2R));
float3 diffuseColor = lerp(lerp(lerp(lerp(lerp(lerp(lerp(lerp(node_8363.rgb,node_4988.rgb,_Mask_var.r),node_2772.rgb,_Mask_var.g),node_4813.rgb,_Mask2_var.b),node_8274.rgb,_Mask2_var.g),node_4425.rgb,_Mask2_var.a),node_276.rgb,_Mask_var.b),node_6008.rgb,_Mask_var.a),node_7964.rgb,_Mask2_var.r);
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
fixed4 finalRGBA = fixed4(finalColor,1);
UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
return finalRGBA;
}
ENDCG
}
Pass {
Name "Meta"
Tags {
"LightMode"="Meta"
}
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_META 1
#define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityMetaPass.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 glcore gles gles3
#pragma target 3.0
uniform sampler2D _Base; uniform float4 _Base_ST;
uniform sampler2D _TextureMR; uniform float4 _TextureMR_ST;
uniform sampler2D _TextureMG; uniform float4 _TextureMG_ST;
uniform sampler2D _TextureM2B; uniform float4 _TextureM2B_ST;
uniform sampler2D _TextureM2G; uniform float4 _TextureM2G_ST;
uniform sampler2D _Mask; uniform float4 _Mask_ST;
uniform sampler2D _Mask2; uniform float4 _Mask2_ST;
uniform sampler2D _TextureM2A; uniform float4 _TextureM2A_ST;
uniform sampler2D _TextureMB; uniform float4 _TextureMB_ST;
uniform sampler2D _TextureMA; uniform float4 _TextureMA_ST;
uniform sampler2D _TextureM2R; uniform float4 _TextureM2R_ST;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 posWorld : TEXCOORD3;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.uv1 = v.texcoord1;
o.uv2 = v.texcoord2;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
return o;
}
float4 frag(VertexOutput i) : SV_Target {
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
UnityMetaInput o;
UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
o.Emission = 0;
float4 node_8363 = tex2D(_Base,TRANSFORM_TEX(i.uv0, _Base));
float4 node_4988 = tex2D(_TextureMR,TRANSFORM_TEX(i.uv0, _TextureMR));
float4 _Mask_var = tex2D(_Mask,TRANSFORM_TEX(i.uv0, _Mask));
float4 node_2772 = tex2D(_TextureMG,TRANSFORM_TEX(i.uv0, _TextureMG));
float4 node_4813 = tex2D(_TextureM2B,TRANSFORM_TEX(i.uv0, _TextureM2B));
float4 _Mask2_var = tex2D(_Mask2,TRANSFORM_TEX(i.uv0, _Mask2));
float4 node_8274 = tex2D(_TextureM2G,TRANSFORM_TEX(i.uv0, _TextureM2G));
float4 node_4425 = tex2D(_TextureM2A,TRANSFORM_TEX(i.uv0, _TextureM2A));
float4 node_276 = tex2D(_TextureMB,TRANSFORM_TEX(i.uv0, _TextureMB));
float4 node_6008 = tex2D(_TextureMA,TRANSFORM_TEX(i.uv0, _TextureMA));
float4 node_7964 = tex2D(_TextureM2R,TRANSFORM_TEX(i.uv0, _TextureM2R));
float3 diffColor = lerp(lerp(lerp(lerp(lerp(lerp(lerp(lerp(node_8363.rgb,node_4988.rgb,_Mask_var.r),node_2772.rgb,_Mask_var.g),node_4813.rgb,_Mask2_var.b),node_8274.rgb,_Mask2_var.g),node_4425.rgb,_Mask2_var.a),node_276.rgb,_Mask_var.b),node_6008.rgb,_Mask_var.a),node_7964.rgb,_Mask2_var.r);
o.Albedo = diffColor;
return UnityMetaFragment( o );
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}