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mapbox-sdk/Shaders/MapboxStylesPerRenderer.shader

74 lines
2.4 KiB

6 months ago
// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax.
Shader "Mapbox/MapboxStylesPerRenderer" {
Properties
{
[PerRendererData]_BaseColor ("BaseColor", Color) = (1,1,1,1)
[PerRendererData]_DetailColor1 ("DetailColor1", Color) = (1,1,1,1)
[PerRendererData]_DetailColor2 ("DetailColor2", Color) = (1,1,1,1)
_BaseTex ("Base", 2D) = "white" {}
_DetailTex1 ("Detail_1", 2D) = "white" {}
_DetailTex2 ("Detail_2", 2D) = "white" {}
_Emission ("Emission", Range(0.0, 1.0)) = 0.1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
float4 _BaseColor;
float4 _DetailColor1;
float4 _DetailColor2;
sampler2D _BaseTex;
sampler2D _DetailTex1;
sampler2D _DetailTex2;
float _Emission;
struct Input
{
float2 uv_BaseTex, uv_DetailTex1, uv_DetailTex2;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 baseTexture = tex2D (_BaseTex, IN.uv_BaseTex);
fixed4 detailTexture1 = tex2D (_DetailTex1, IN.uv_DetailTex1);
fixed4 detailTexture2 = tex2D (_DetailTex2, IN.uv_DetailTex2);
fixed4 baseDetail1_Result = lerp(_BaseColor, _DetailColor1, detailTexture1.a);
fixed4 detail1Detail2_Result = lerp(baseDetail1_Result, _DetailColor2, detailTexture2.a);
fixed4 c = baseTexture *= detail1Detail2_Result;
half3 e = c.rgb;
o.Albedo = c.rgb;
o.Emission = e * _Emission;
o.Alpha = 1.0;
}
ENDCG
}
FallBack "Diffuse"
}