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// Apply tiling options |
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ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap)); |
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ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap)); |
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// Detail map tiling option inherit from the tiling of the base |
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ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(TRANSFORM_TEX(uvDetails, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(TRANSFORM_TEX(uvXZ, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap)); |
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ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(TRANSFORM_TEX(uvZY, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap)); |
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#ifdef SURFACE_GRADIENT |
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// This part is only relevant for normal mapping with UV_MAPPING_UVSET |
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