// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' // Upgrade NOTE: replaced '_Object2World' with '_Object2World' // define Z_TEXTURE_CHANNELS 4 // define Z_MESH_ATTRIBUTES UV3 // Z_SHADER_METADATA Polybrush Metadata/z_TextureBlendMobile // Important! This is a generated file, any changes will be overwritten // when the _SfTexBlendSrc suffixed version of this shader is modified. Shader "Polybrush/Texture Blend (Mobile)" { Properties { _Texture1 ("Texture 1", 2D) = "white" {} _Texture2 ("Texture 2", 2D) = "white" {} _Texture3 ("Texture 3", 2D) = "white" {} _Texture4 ("Texture 4", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDBASE #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdbase_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _Texture1; uniform float4 _Texture1_ST; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform sampler2D _Texture3; uniform float4 _Texture3_ST; uniform sampler2D _Texture4; uniform float4 _Texture4_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float4 uv0 : TEXCOORD0; float4 uv2 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float4 vertexColor : COLOR; LIGHTING_COORDS(4,5) UNITY_FOG_COORDS(6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 normalDirection = i.normalDir; float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float3 indirectDiffuse = float3(0,0,0); indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a)); float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1)); float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2)); float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3)); float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4)); float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb)); float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; /// Final Color: float3 finalColor = diffuse; fixed4 finalRGBA = fixed4(finalColor,1); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } Pass { Name "FORWARD_DELTA" Tags { "LightMode"="ForwardAdd" } Blend One One CGPROGRAM #pragma vertex vert #pragma fragment frag #define UNITY_PASS_FORWARDADD #include "UnityCG.cginc" #include "AutoLight.cginc" #pragma multi_compile_fwdadd_fullshadows #pragma multi_compile_fog #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 #pragma target 3.0 uniform float4 _LightColor0; uniform sampler2D _Texture1; uniform float4 _Texture1_ST; uniform sampler2D _Texture2; uniform float4 _Texture2_ST; uniform sampler2D _Texture3; uniform float4 _Texture3_ST; uniform sampler2D _Texture4; uniform float4 _Texture4_ST; struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord2 : TEXCOORD2; float4 vertexColor : COLOR; }; struct VertexOutput { float4 pos : SV_POSITION; float4 uv0 : TEXCOORD0; float4 uv2 : TEXCOORD1; float4 posWorld : TEXCOORD2; float3 normalDir : TEXCOORD3; float4 vertexColor : COLOR; LIGHTING_COORDS(4,5) UNITY_FOG_COORDS(6) }; VertexOutput vert (VertexInput v) { VertexOutput o = (VertexOutput)0; o.uv0 = v.texcoord0; o.uv2 = v.texcoord2; o.vertexColor = v.vertexColor; o.normalDir = UnityObjectToWorldNormal(v.normal); o.posWorld = mul(unity_ObjectToWorld, v.vertex); float3 lightColor = _LightColor0.rgb; o.pos = UnityObjectToClipPos(v.vertex ); UNITY_TRANSFER_FOG(o,o.pos); TRANSFER_VERTEX_TO_FRAGMENT(o) return o; } float4 frag(VertexOutput i) : COLOR { i.normalDir = normalize(i.normalDir); float3 normalDirection = i.normalDir; float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); float3 lightColor = _LightColor0.rgb; ////// Lighting: float attenuation = LIGHT_ATTENUATION(i); float3 attenColor = attenuation * _LightColor0.xyz; /////// Diffuse: float NdotL = max(0.0,dot( normalDirection, lightDirection )); float3 directDiffuse = max( 0.0, NdotL) * attenColor; float4 node_9912 = normalize(float4(i.uv2.r,i.uv2.g,i.uv2.b,i.uv2.a)); float4 _Texture1_var = tex2D(_Texture1,TRANSFORM_TEX(i.uv0, _Texture1)); float4 _Texture2_var = tex2D(_Texture2,TRANSFORM_TEX(i.uv0, _Texture2)); float4 _Texture3_var = tex2D(_Texture3,TRANSFORM_TEX(i.uv0, _Texture3)); float4 _Texture4_var = tex2D(_Texture4,TRANSFORM_TEX(i.uv0, _Texture4)); float3 diffuseColor = (i.vertexColor.rgb*(node_9912.r*_Texture1_var.rgb + node_9912.g*_Texture2_var.rgb + node_9912.b*_Texture3_var.rgb + node_9912.a*_Texture4_var.rgb)); float3 diffuse = directDiffuse * diffuseColor; /// Final Color: float3 finalColor = diffuse; fixed4 finalRGBA = fixed4(finalColor * 1,0); UNITY_APPLY_FOG(i.fogCoord, finalRGBA); return finalRGBA; } ENDCG } } FallBack "Diffuse" CustomEditor "z_BlendMaterialInspector" }