// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/TerrainEngine/Splatmap/WCDiffuse-BaseGen" { Properties { [HideInInspector] _DstBlend("DstBlend", Float) = 0.0 _ColorMap("ColorMap (RGB)", 2D) = "white" _OffsetSize("Offset / Size", Vector) = (0,0,0,0) } SubShader { Tags { "Name" = "_MainTex" "Format" = "RGBA32" "Size" = "1" } Pass { ZTest Always Cull Off ZWrite Off Blend One [_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" sampler2D _Control; sampler2D _Splat0; sampler2D _Splat1; sampler2D _Splat2; sampler2D _Splat3; sampler2D _ColorMap; float4 _Control_TexelSize; float4 _Splat0_ST; float4 _Splat1_ST; float4 _Splat2_ST; float4 _Splat3_ST; float4 _OffsetSize; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; float2 texcoord3 : TEXCOORD3; float2 texcoord4 : TEXCOORD4; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); // adjust splatUVs so the edges of the terrain tile lie on pixel centers float2 controlUV = (v.texcoord * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy; o.texcoord0 = controlUV; o.texcoord1 = TRANSFORM_TEX(v.texcoord, _Splat0); o.texcoord2 = TRANSFORM_TEX(v.texcoord, _Splat1); o.texcoord3 = TRANSFORM_TEX(v.texcoord, _Splat2); o.texcoord4 = TRANSFORM_TEX(v.texcoord, _Splat3); return o; } float4 frag(v2f i) : SV_Target { i.texcoord0 = i.texcoord0; float4 alpha = tex2D(_Control, (i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw); float4 splat0 = tex2D(_Splat0, i.texcoord1); float4 splat1 = tex2D(_Splat1, i.texcoord2); float4 splat2 = tex2D(_Splat2, i.texcoord3); float4 splat3 = tex2D(_Splat3, i.texcoord4); return (alpha.x * splat0 + alpha.y * splat1 + alpha.z * splat2 + alpha.w * splat3) * float4(tex2D(_ColorMap, i.texcoord0.xy).rgb,1); } ENDCG } } Fallback Off }