Shader "VPaint/Lit/Blend 5 Textures" {
    Properties {
        _BaseTexture ("Base Texture", 2D) = "white" {}
        _Texture1 ("Texture 1 (Red Channel)", 2D) = "white" {}
        _Texture2 ("Texture 2 (Blue Channel)", 2D) = "white" {}
        _Texture3 ("Texture 3 (Green Channel)", 2D) = "white" {}
        _Texture4 ("Texture 4 (Alpha Channel)", 2D) = "white" {}
    }
    SubShader {
        Tags { "RenderType"="Opaque" }
        LOD 200
       
        CGPROGRAM
        #pragma surface surf Lambert
        #pragma exclude_renderers flash

        sampler2D _BaseTexture;
        sampler2D _Texture1;
        sampler2D _Texture2;
        sampler2D _Texture3;
        sampler2D _Texture4;

        struct Input {
            half2 uv_BaseTexture;
            half2 uv_Texture1;
            half2 uv_Texture2;
            half2 uv_Texture3;
            half2 uv_Texture4;
            float4 color : COLOR;
        };

        void surf (Input IN, inout SurfaceOutput o) {
            float4 color = IN.color;
           
            half4 t0 = tex2D (_BaseTexture, IN.uv_BaseTexture);
            half4 t1 = tex2D (_Texture1, IN.uv_Texture1);
            half4 t2 = tex2D (_Texture2, IN.uv_Texture2);
            half4 t3 = tex2D (_Texture3, IN.uv_Texture3);
            half4 t4 = tex2D (_Texture4, IN.uv_Texture4);
           
            half4 cum = t1 * color.r + t2 * color.g + t3 * color.b + t4 * color.a;
            fixed fac = color.r + color.g + color.b + color.a;
           
            if(fac != 0) cum /= fac;
            cum = lerp(t0, cum, fac);
           
            o.Albedo = cum.rgb;
            o.Alpha = cum.a;
        }
        ENDCG
    }
    FallBack "Diffuse"
}

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