ToriaAssets/Sources/Shaders/AtlasDetailNormalShader.shader
2026-05-19 12:20:15 +02:00

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// ============================================================
// Name: AtlasShader
// Author: Umut Ozkan
// ============================================================
Shader "UMA/AtlasDetailShaderNormal" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_AdditiveColor ("Additive Color", Color) = (0,0,0,0)
_MainTex ("Normalmap", 2D) = "bump" {}
_ExtraTex ("mask", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass
{
Tags{ "LightMode" = "Vertex" }
Fog{ Mode Off }
Blend One One
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
float4 _Color;
float4 _AdditiveColor;
sampler2D _MainTex;
sampler2D _ExtraTex;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
float4 _MainTex_ST;
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
half2 UNPACK_WITH_WEIGHT_INTERNAL(half4 packednormal, half bumpScale)
{
#if defined(UNITY_NO_DXT5nm)
half2 normal = half2(packednormal.xy * 2 - 1);
normal.xy *= bumpScale;
return normal;
#else
half2 result = half2(packednormal.wy * 2 - 1);
result.xy *= bumpScale;
return result;
#endif
}
// This atlas shader has Blend mode add
// It adds adds unpacked values of normal textures. The post process normalize and packs them
half4 frag(v2f i) : COLOR
{
half4 current = tex2D(_MainTex, i.uv);
half4 extra = tex2D(_ExtraTex, i.uv);
half2 n = UNPACK_WITH_WEIGHT_INTERNAL(current, min(extra.a, _Color.a));
// We only need 2 values to calculate normal. Post process will calculate the 3rd vector component
return half4(n.x, n.y, 0, 0);
}
ENDCG
}
}
Fallback "Transparent/VertexLit"
}