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/******************************************************************************/
/*
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"
}