TerrainFourLayerDiffuseFast
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Latest revision as of 23:56, 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
}