Shader "T4MShaders/ShaderModel1/T4M 2 Textures Auto BeastLM 2DrawCall" { Properties { _Splat0 ("Layer1 (RGB)", 2D) = "white" {} _Splat1 ("Layer2 (RGB)", 2D) = "white" {} _Control ("Mask (RGB)", 2D) = "white" {} _MainTex ("Never Used", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { Tags { "LightMode" = "Vertex" } Material { Diffuse (1,1,1,1) Ambient (1,1,1,1) } Lighting On SetTexture [_Splat0] SetTexture [_Control] { combine previous, texture } SetTexture [_Splat1] { combine texture lerp(previous) previous Double } SetTexture [_Splat0]{ combine previous * primary } } Pass { Tags { "LightMode" = "VertexLM" } Lighting Off BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture } } Pass { Tags { "LightMode" = "VertexLM" } Blend DstColor SrcColor Lighting Off SetTexture [_Splat0] SetTexture [_Control] { combine previous, texture } SetTexture [_Splat1] { combine texture lerp(previous) previous } } Pass { Tags { "LightMode" = "VertexLMRGBM" } Lighting Off BindChannels { Bind "Vertex", vertex Bind "normal", normal Bind "texcoord1", texcoord0 // lightmap uses 2nd uv Bind "texcoord1", texcoord1 // unused Bind "texcoord", texcoord2 // main uses 1st uv } SetTexture [unity_Lightmap] { matrix [unity_LightmapMatrix] combine texture } } Pass { Tags { "LightMode" = "VertexLMRGBM" } Blend DstColor SrcColor Lighting Off SetTexture [_Splat0] SetTexture [_Control] { combine previous, texture } SetTexture [_Splat1] { combine texture lerp(previous) previous } } } }