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- Shader "ImperiumTerrain/Lightmap-FirstPass" {
- Properties {
- _Control ("Control (RGBA)", 2D) = "red" {}
- _Splat3 ("Layer 3 (A)", 2D) = "white" {}
- _Splat2 ("Layer 2 (B)", 2D) = "white" {}
- _Splat1 ("Layer 1 (G)", 2D) = "white" {}
- _Splat0 ("Layer 0 (R)", 2D) = "white" {}
- // used in fallback on old cards
- _MainTex ("BaseMap (RGB)", 2D) = "white" {}
- _Color ("Main Color", Color) = (1,1,1,1)
- }
- SubShader {
- Tags {
- "SplatCount" = "4"
- "Queue" = "Geometry-100"
- "RenderType" = "Opaque"
- }
- CGPROGRAM
- #pragma surface surf Lambert
- struct Input {
- float2 uv_Control : TEXCOORD0;
- float2 uv_Splat0 : TEXCOORD1;
- float2 uv_Splat1 : TEXCOORD2;
- float2 uv_Splat2 : TEXCOORD3;
- float2 uv_Splat3 : TEXCOORD4;
- };
- sampler2D _Control;
- sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
- void surf (Input IN, inout SurfaceOutput o) {
- half4 splat_control = tex2D (_Control, IN.uv_Control);
- half3 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;
- col += splat_control.a * tex2D (_Splat3, IN.uv_Splat3).rgb;
- o.Albedo = col;
- o.Alpha = 0.0;
- }
- ENDCG
- }
- // Fallback to Diffuse
- Fallback "Diffuse"
- }
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