/******************************************************************************/ /* Project - MudBun Publisher - Long Bunny Labs http://LongBunnyLabs.com Author - Ming-Lun "Allen" Chou http://AllenChou.net */ /******************************************************************************/ Shader "MudBun/Mud Splat Multi-Textured (Built-In RP)" { Properties { _MainTex("Albedo", 2D) = "white" {} _AlphaCutoutThreshold("Alpha Cutout Threshold", Range(0.0, 1.0)) = 0.5 _Dithering("Dithering", Range(0.0, 1.0)) = 0.0 _DitherTexture("Dither Texture", 2D) = "black" _DitherTextureSize("Dither TextureSize", Int) = 256 [Toggle] _RandomDither("Random Dither", Int) = 0 [Toggle] _UseTex1("Use Additional Texture 1", Int) = 0 _Tex1(" Albedo 1", 2D) = "white" {} [Toggle] _UseTex2("Use Additional Texture 2", Int) = 0 _Tex2(" Albedo 2", 2D) = "white" {} [Toggle] _UseTex3("Use Additional Texture 3", Int) = 0 _Tex3(" Albedo 3", 2D) = "white" {} } SubShader { ZWrite On Cull Back Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } CGPROGRAM #define MUDBUN_BUILT_IN_RP #pragma multi_compile_instancing #pragma multi_compile _ MUDBUN_PROCEDURAL #pragma multi_compile _ MUDBUN_QUAD_SPLATS #pragma surface surf Standard vertex:vert addshadow fullforwardshadows #pragma target 3.5 #include "UnityCG.cginc" #include "../../../Shader/Render/ShaderCommon.cginc" #if MUDBUN_VALID #include "../../../Shader/Render/SplatCommon.cginc" #endif void vert(inout Vertex i, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); #if MUDBUN_VALID float3 tangentWs; float3 tangentLs; float3 centerWs; float3 centerLs; float sdfValue; float3 normal2dLs; float3 normal2dWs; mudbun_splat_vert(i.id, i.vertex, o.localPos, i.normal, o.localNorm, tangentWs, tangentLs, centerWs, centerLs, i.color, o.emissionHash, o.metallicSmoothness, o.tex, o.texWeight, sdfValue, normal2dLs, normal2dWs); i.tangent = float4(tangentWs, 0.0f); #endif } void surf(Input i, inout SurfaceOutputStandard o) { #ifndef MUDBUN_QUAD_SPLATS clip(0.5f - length(i.tex)); #endif float2 uv = i.tex + 0.5f; i.texWeight.x += 0.01f; float totalWeight = i.texWeight.x; float4 color = tex2D(_MainTex, TRANSFORM_TEX(uv, _MainTex)) * i.texWeight.x; if (_UseTex1) { color += tex2D(_Tex1, TRANSFORM_TEX(uv, _Tex1)) * i.texWeight.y; totalWeight += i.texWeight.y; } if (_UseTex2) { color += tex2D(_Tex2, TRANSFORM_TEX(uv, _Tex2)) * i.texWeight.z; totalWeight += i.texWeight.z; } if (_UseTex3) { color += tex2D(_Tex3, TRANSFORM_TEX(uv, _Tex3)) * i.texWeight.w; totalWeight += i.texWeight.w; } color = saturate(color / totalWeight); float3 albedo = i.color.rgb * _Color.rgb * color.rgb; float alpha = i.color.a * _Color.a * color.a; float alphaThreshold; float2 screenPos = i.screenPos.xy * _ScreenParams.xy / (i.screenPos.w + kEpsilon); computeOpaqueTransparency(screenPos, i.localPos, i.emissionHash.a, _DitherTexture, _DitherTextureSize, _RandomDither > 0, _AlphaCutoutThreshold, _Dithering, alpha, alphaThreshold); clip(alpha - alphaThreshold); o.Albedo = albedo; o.Emission = float4(i.emissionHash.rgb, 1.0f) * _Emission; o.Metallic = i.metallicSmoothness.x * _Metallic; o.Smoothness = i.metallicSmoothness.y * _Smoothness; } ENDCG } CustomEditor "MudBun.MudSplatMultiTexturedMaterialEditor" }