TerrainFourLayer2Pass
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Latest revision as of 23:56, 17 January 2012
Author: Eric Haines (Eric5h5) - Based on the TerrainFourLayer shader
[edit] Description
This is similar to the above referenced shader, with these differences: 1) It should work properly on all graphics cards from the 5200FX and later 2) It has fog 3) It uses 2 passes, so it's slower 4) It has a _Base texture, which is used as a fallback for really old cards like the Radeon 8500 and older. This should be like the mixing mask, but with colors, so you can at least get a flat-shaded version of the texture colors...otherwise you'd just get a single texture which wouldn't be representative of the mixed texture at all. If you don't care about old cards like that, then you can skip it.
[edit] Usage
Place this shader somewhere in your Assets folder hierarchy, create a material which uses it and apply it to the relevant objects.
[edit] ShaderLab - FourLayerVertexLit2Pass.shader
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Shader "Terrain/Four Layer VertexLit 2Pass" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Color 1 (RGB)", 2D) = "white" {}
_MainTex2 ("Color 2 (RGB)", 2D) = "white" {}
_MainTex3 ("Color 3 (RGB)", 2D) = "white" {}
_MainTex4 ("Color 4 (RGB)", 2D) = "white" {}
_Mask ("Mixing Mask (RGBA)", 2D) = "gray" {}
_Base ("Base Color (RGB)", 2D) = "white" {}
}
Category {
Lighting On
Cull Back
Fog { Color [_AddFog] }
Subshader {
Material {
Diffuse [_Color]
Ambient [_Color]
}
Pass {
CGPROGRAM
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _Mask;
struct v2f {
V2F_POS_FOG;
float4 uv[4] : TEXCOORD0;
float4 diffuse : COLOR;
};
half4 frag( v2f i ) : COLOR
{
// get the first three layer colors
half4 color1 = tex2D( _MainTex, i.uv[0].xy );
half4 color2 = tex2D( _MainTex2, i.uv[1].xy );
half4 color3 = tex2D( _MainTex3, i.uv[2].xy );
// get the mixing mask texture
half4 mask = tex2D( _Mask, i.uv[3].xy );
// mix the three layers
half4 color = color1 * mask.r + color2 * mask.g + color3 * mask.b;
// multiply and double by the lighting
return color * i.diffuse * 2.0;
}
ENDCG
}
Pass {
Blend One One
CGPROGRAM
#pragma fragment frag
#pragma fragmentoption ARB_fog_exp2
#include "UnityCG.cginc"
sampler2D _MainTex4;
sampler2D _Mask;
struct v2f {
V2F_POS_FOG;
float4 uv[2] : TEXCOORD0;
float4 diffuse : COLOR;
};
half4 frag( v2f i ) : COLOR
{
// Finish the last texture mix in the second pass...some cards don't have enough registers to do it in one pass
half4 color1 = tex2D( _MainTex4, i.uv[0].xy );
half4 mask = tex2D( _Mask, i.uv[1].xy );
half4 color = color1 * mask.a;
return color * i.diffuse * 2.0;
}
ENDCG
}
}
}
// ------------------------------------------------------------------
// Radeon 7000 / 9000
SubShader {
Pass {
Material {
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture [_Base] {
Combine texture * primary DOUBLE, texture * primary
}
}
}
}