TerrainFourLayerDiffuseFast

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Latest revision as of 21:56, 17 January 2012

Author: Eric Haines (Eric5h5) - Based on Aras's shader and the built-in Diffuse Fast shader; any mistakes are mine...though it does work (but only on ATI cards, not nVidia apparently, or at least not the 7300 or 8600).

[edit] Description

This shader is a combination of the TerrainFourLayer shader and the built-in Diffuse Fast shader, so it can use fog and light cookies. According to the graphics emulation, it needs an R9500 class card or newer to work.

[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 - FourLayerDiffuseFast.shader

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Shader "Terrain/Four Layer Diffuse Fast" {
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" {}
}

// Calculates lighting per vertex, but applies
// light attenuation maps or spot cookies per pixel.
// Quite fine for tesselated geometry.

Category {
    Blend AppSrcAdd AppDstAdd
    Fog { Color [_AddFog] }
    
    // ------------------------------------------------------------------
    // ARB fragment program
    
    SubShader {
        // Ambient pass
        Pass {
            Name "BASE"
            Tags {"LightMode" = "PixelOrNone"}
            Color [_PPLAmbient]
            CGPROGRAM
#pragma fragment frag
#pragma multi_compile_builtin_noshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest

struct v2f {
    float4 uv[5] : TEXCOORD0;
    float4 diff : COLOR0;
};  

uniform sampler2D _MainTex : register(s0);
uniform sampler2D _MainTex2 : register(s1);
uniform sampler2D _MainTex3 : register(s2);
uniform sampler2D _MainTex4 : register(s3);
uniform sampler2D _Mask : register(s4);

half4 frag (v2f i) : COLOR
{
    // get the four 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 );
    half4 color4 = tex2D( _MainTex4, i.uv[3].xy );
    // get the mixing mask texture
    half4 mask = tex2D( _Mask, i.uv[4].xy );
    
    half4 c;
    // mix the four layers
    c.xyz = (color1.xyz * mask.r + color2.xyz * mask.g + color3.xyz * mask.b + color4.xyz * mask.a) * i.diff.xyz * 2;
    c.w = 0;
    return c;
} 
ENDCG

            SetTexture[_MainTex] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
            SetTexture[_MainTex2] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
            SetTexture[_MainTex3] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
            SetTexture[_MainTex4] {constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
            SetTexture[_Mask] {}
        }
        // Vertex lights
        Pass { 
            Name "BASE"
            Tags {"LightMode" = "Vertex"}
            Lighting On
            Material {
                Diffuse [_Color]
                Ambient [_Color]
                Emission [_PPLAmbient]
            }
            SetTexture [_MainTex] { constantColor [_Color] Combine texture * primary DOUBLE, texture * constant}
        }
        // Pixel lights
        Pass {
            Name "PPL"
            Tags { "LightMode" = "Pixel" }
            Material { Diffuse [_Color] }
            Lighting On

CGPROGRAM
// TODO: need vertex-lighting emulation here!
#pragma fragment frag
#pragma multi_compile_builtin_noshadows
#pragma fragmentoption ARB_fog_exp2
#pragma fragmentoption ARB_precision_hint_fastest

#include "UnityCG.cginc"

#ifdef POINT
#define LIGHTING_COORDS float3 _LightCoord : TEXCOORD5;
uniform sampler3D _LightTexture0 : register(s5);
#ifdef SHADER_API_D3D9
#define LIGHT_ATTENUATION(a)    (tex3D(_LightTexture0, a._LightCoord).r)
#else
#define LIGHT_ATTENUATION(a)    (tex3D(_LightTexture0, a._LightCoord).w)
#endif
#endif


#ifdef SPOT
#define LIGHTING_COORDS float4 _LightCoord : TEXCOORD5; float4 _LightCoord2 : TEXCOORD6;
uniform sampler2D _LightTexture0 : register(s5);
uniform sampler2D _LightTextureB0 : register(s6);
#define LIGHT_ATTENUATION(a)    (tex2Dproj (_LightTexture0, a._LightCoord.xyz).w * tex2D(_LightTextureB0, a._LightCoord2.xy).w) 
#endif 


#ifdef DIRECTIONAL
#define LIGHTING_COORDS 
#define LIGHT_ATTENUATION(a)    1.0
#endif


#ifdef POINT_NOATT
#define LIGHTING_COORDS 
#define LIGHT_ATTENUATION(a)    1.0
#endif


#ifdef POINT_COOKIE
#define LIGHTING_COORDS float3 _LightCoord : TEXCOORD5;
uniform samplerCUBE _LightTexture0 : register(s5);
#define LIGHT_ATTENUATION(a)    (texCUBE(_LightTexture0, a._LightCoord).w)
#endif


#ifdef DIRECTIONAL_COOKIE
#define LIGHTING_COORDS float2 _LightCoord : TEXCOORD5;
uniform sampler2D _LightTexture0 : register(s5);
#define LIGHT_ATTENUATION(a)    (tex2D(_LightTexture0, a._LightCoord).w)
#endif


struct v2f {
    float4 uv[5] : TEXCOORD0;
    LIGHTING_COORDS
    float4 diff : COLOR0;
};  

uniform sampler2D _MainTex : register(s0);
uniform sampler2D _MainTex2 : register(s1);
uniform sampler2D _MainTex3 : register(s2);
uniform sampler2D _MainTex4 : register(s3);
uniform sampler2D _Mask : register(s4);

half4 frag (v2f i) : COLOR
{
    // get the four 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 );
    half4 color4 = tex2D( _MainTex4, i.uv[3].xy );
    // get the mixing mask texture
    half4 mask = tex2D( _Mask, i.uv[4].xy );
    
    half4 c;
    // mix the four layers
    c.xyz = (color1.xyz * mask.r + color2.xyz * mask.g + color3.xyz * mask.b + color4.xyz * mask.a) * i.diff.xyz * (LIGHT_ATTENUATION(i) * 2);
    c.w = 0;
    return c;
} 
ENDCG

            SetTexture[_MainTex] {}
            SetTexture[_MainTex2] {}
            SetTexture[_MainTex3] {}
            SetTexture[_MainTex4] {}
            SetTexture[_Mask] {}
            SetTexture[_LightTexture0] {}
            SetTexture[_LightTextureB0] {}
        }
    }

    // ------------------------------------------------------------------
    // Radeon 7000 / 9000
    
    SubShader {
        Material {
            Diffuse [_Color]
            Emission [_PPLAmbient]
        }
        Lighting On
        // Ambient pass
        Pass {
            Name "BASE"
            Tags {"LightMode" = "PixelOrNone"}
            Color [_PPLAmbient]
            Lighting Off
            SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
        }
        // Vertex lights
        Pass {
            Name "BASE"
            Tags {"LightMode" = "Vertex"}
            SetTexture [_MainTex] {Combine texture * primary DOUBLE, primary * texture}
        }
        // Pixel lights with 2 light textures
        Pass {
            Name "PPL"
            Tags {
                "LightMode" = "Pixel"
                "LightTexCount"  = "2"
            }
            ColorMask RGB
            SetTexture [_LightTexture0]     { combine previous * texture alpha, previous }
            SetTexture [_LightTextureB0]    { combine previous * texture alpha, previous }
            SetTexture [_MainTex] {combine previous * texture DOUBLE}
        }
        // Pixel lights with 1 light texture
        Pass {
            Name "PPL"
            Tags {
                "LightMode" = "Pixel"
                "LightTexCount"  = "1"
            }
            ColorMask RGB
            SetTexture [_LightTexture0] { combine previous * texture alpha, previous }
            SetTexture [_MainTex] { combine previous * texture DOUBLE }
        }
        // Pixel lights with 0 light textures
        Pass {
            Name "PPL"
            Tags {
                "LightMode" = "Pixel"
                "LightTexCount" = "0"
            }
            ColorMask RGB
            SetTexture[_MainTex] { combine previous * texture DOUBLE }
        }
    }
}

Fallback "VertexLit", 2

}
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