// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Splatmap/Diffuse-Base" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB)", 2D) = "white" {} _ColorMap("ColorMap (RGB)", 2D) = "white" _OffsetSize("Offset / Size", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Lambert vertex:SplatmapVert addshadow fullforwardshadows #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap forwardadd #define TERRAIN_BASE_PASS #include "WCTerrainSplatmapCommon.cginc" sampler2D _MainTex; fixed4 _Color; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.tc.xy * _OffsetSize.zw + _OffsetSize.xy) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } Fallback "Legacy Shaders/VertexLit" }