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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
}
}
}
}