ro-webgl/Assets/T4M/Shaders/ShaderModel1/T4M 2 Textures ManualAdd BeastLM_1DC.shader
2021-12-21 09:40:39 +08:00

99 lines
1.8 KiB
GLSL

Shader "T4MShaders/ShaderModel1/T4M 2 Textures ManualAdd BeastLM_1DC" {
Properties {
_Splat0 ("Layer1 (RGB)", 2D) = "white" {}
_Splat1 ("Layer2 (RGB)", 2D) = "white" {}
_Control ("Mask (RGB)", 2D) = "white" {}
_Lightmap ("LightMap", 2D) = "white" {}
_MainTex ("Never Used", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 100
Pass {
Tags { "LightMode" = "Vertex" }
Material {
Diffuse (1,1,1,1)
Ambient (1,1,1,1)
}
Lighting On
SetTexture [_Splat0]
SetTexture [_Control]
{
combine previous, texture
}
SetTexture [_Splat1]
{
combine texture lerp(previous) previous Double
}
SetTexture [_Splat0]{
combine previous * primary
}
}
Pass {
Tags { "LightMode" = "VertexLM" }
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [_Splat0]
SetTexture [_Control]
{
combine previous, texture
}
SetTexture [_Splat1]
{
combine texture lerp(previous) previous
}
SetTexture [_Lightmap] {
matrix [unity_LightmapMatrix]
combine previous * texture DOUBLE
}
}
Pass {
Tags { "LightMode" = "VertexLMRGBM" }
Lighting Off
BindChannels {
Bind "Vertex", vertex
Bind "normal", normal
Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
Bind "texcoord", texcoord1 // main uses 1st uv
}
SetTexture [_Splat0]
SetTexture [_Control]
{
combine previous, texture
}
SetTexture [_Splat1]
{
combine texture lerp(previous) previous
}
SetTexture [_Lightmap] {
matrix [unity_LightmapMatrix]
combine previous * texture DOUBLE
}
}
}
}