91 lines
2.4 KiB
Plaintext
91 lines
2.4 KiB
Plaintext
Shader "Enviro/BumpedDiffuseOverlaySM2" {
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//
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// Tomasz Stobierski 2012
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//
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_Opacity ("Color over opacity", Range (0, 1)) = 1
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_MainTex ("Color over (RGBA)", 2D) = "white" {}
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_BumpMap ("Normalmap over", 2D) = "bump" {}
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_MainTex2 ("Color under (RGBA)", 2D) = "white" {}
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_BumpMap2 ("Normalmap under", 2D) = "bump" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 400
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CGPROGRAM
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#pragma surface surf Lambert
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#pragma exclude_renderers flash
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sampler2D _MainTex;
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sampler2D _BumpMap;
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sampler2D _MainTex2;
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sampler2D _BumpMap2;
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fixed4 _Color;
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float _Opacity;
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struct Input {
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float2 uv_MainTex;
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float2 uv_BumpMap;
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float2 uv_MainTex2;
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float2 uv_BumpMap2;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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float4 tex = tex2D(_MainTex, IN.uv_MainTex);
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float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
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float4 dest;
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_Opacity*=tex.a;
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dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
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dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
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dest.rgb *= _Color.rgb;
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o.Albedo = dest.rgb;
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o.Alpha = tex2.a * _Color.a;
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float4 norm = tex2D(_BumpMap, IN.uv_BumpMap);
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float4 norm2 = tex2D(_BumpMap2, IN.uv_BumpMap2);
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dest = norm2<=0.5 ? 2*norm*norm2 : 1-2*(1-norm)*(1-norm2);
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dest = lerp(norm2, dest, _Opacity);
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o.Normal = UnpackNormal(dest);
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}
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ENDCG
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 400
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CGPROGRAM
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#pragma surface surf Lambert
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#pragma only_renderers flash
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sampler2D _MainTex;
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sampler2D _MainTex2;
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fixed4 _Color;
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float _Opacity;
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struct Input {
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float2 uv_MainTex;
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float2 uv_MainTex2;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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float4 tex = tex2D(_MainTex, IN.uv_MainTex);
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float4 tex2 = tex2D(_MainTex2, IN.uv_MainTex2);
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float4 dest;
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_Opacity*=tex.a;
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dest.rgb = tex2.rgb<=0.5 ? 2*tex.rgb*tex2.rgb : 1-2*(1-tex.rgb)*(1-tex2.rgb);
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dest.rgb = lerp(tex2.rgb, dest.rgb, _Opacity);
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dest.rgb *= _Color.rgb;
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o.Albedo = dest.rgb;
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o.Alpha = tex2.a * _Color.a;
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}
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ENDCG
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}
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FallBack "Bumped Diffuse"
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} |