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Question by TenFiddy · Jun 27, 2020 at 11:46 AM · shadertexturecolor

Need help to combine shaders, is this possible?

alt text

I am horrible at shaders and need some help.

I am making a golf game that uses a grid shader and height color shader. I can switch between them with no problems, but... IS THERE ANY WAY TO COMBINE THEM? I have tried, with no success... Any help / guidance would be great.

Thanks and here are the shaders:

 Shader "Custom/HeightDependentTint"
 {
     Properties
     {
       _MainTex("Base (RGB)", 2D) = "white" {}
       _HeightMin("Height Min", Float) = -1
       _HeightMax("Height Max", Float) = 1
       _ColorMin("Tint Color At Min", Color) = (0,0,0,1)
       _ColorMax("Tint Color At Max", Color) = (1,1,1,1)
     }
 
         SubShader
       {
         Tags { "RenderType" = "Opaque" }
 
         CGPROGRAM
         #pragma surface surf Lambert
 
         sampler2D _MainTex;
         fixed4 _ColorMin;
         fixed4 _ColorMax;
         float _HeightMin;
         float _HeightMax;
 
         struct Input
         {
           float2 uv_MainTex;
           float3 worldPos;
         };
 
         void surf(Input IN, inout SurfaceOutput o)
         {
           half4 c = tex2D(_MainTex, IN.uv_MainTex);
           float h = (_HeightMax - IN.worldPos.y) / (_HeightMax - _HeightMin);
           fixed4 tintColor = lerp(_ColorMax.rgba, _ColorMin.rgba, h);
           o.Albedo = c.rgb * tintColor.rgb;
           o.Alpha = c.a * tintColor.a;
         }
         ENDCG
       }
           Fallback "Diffuse"
 }


AND

 Shader "Custom/Grid_Global"
 {
     Properties
     {
         _BaseColor("BaseColor", Color) = (0.06228374,0.8320726,0.9411765,0)
         _Grid("Grid", 2D) = "white" {}
         _GridScale("GridScale", Float) = 5
         _Falloff("Falloff", Float) = 50
         _OverlayAmount("OverlayAmount", Range( 0 , 1)) = 1
         [HideInInspector] __dirty( "", Int ) = 1
 
     }
 
     SubShader
     {
         Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
         Cull Back
         CGINCLUDE
         #include "UnityPBSLighting.cginc"
         #include "Lighting.cginc"
         #pragma target 3.0
         #ifdef UNITY_PASS_SHADOWCASTER
             #undef INTERNAL_DATA
             #undef WorldReflectionVector
             #undef WorldNormalVector
             #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
             #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
             #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
         #endif
         struct Input
         {
             float3 worldPos;
             float3 worldNormal;
             INTERNAL_DATA
         };
 
         uniform float4 _BaseColor;
         uniform sampler2D _Grid;
         uniform float _GridScale;
         uniform float _Falloff;
         uniform float _OverlayAmount;
 
 
         inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
         {
             float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
             projNormal /= projNormal.x + projNormal.y + projNormal.z;
             float3 nsign = sign( worldNormal );
             float negProjNormalY = max( 0, projNormal.y * -nsign.y );
             projNormal.y = max( 0, projNormal.y * nsign.y );
             half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
             xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
             yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
             yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
             zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
             return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
         }
 
 
         void surf( Input i , inout SurfaceOutputStandard o )
         {
             o.Normal = float3(0,0,1);
             float3 ase_worldPos = i.worldPos;
             float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
             float4 triplanar6 = TriplanarSamplingCF( _Grid, _Grid, _Grid, ase_worldPos, ase_worldNormal, _Falloff, _GridScale, float3( 1,1,1 ), float3(0,0,0) );
             float4 lerpResult15 = lerp( float4(1,1,1,0) , triplanar6 , _OverlayAmount);
             o.Albedo = ( _BaseColor * lerpResult15 ).rgb;
             o.Alpha = 1;
         }
 
         ENDCG
         CGPROGRAM
         #pragma surface surf Standard keepalpha fullforwardshadows 
 
         ENDCG
         Pass
         {
             Name "ShadowCaster"
             Tags{ "LightMode" = "ShadowCaster" }
             ZWrite On
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             #pragma target 3.0
             #pragma multi_compile_shadowcaster
             #pragma multi_compile UNITY_PASS_SHADOWCASTER
             #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
             #include "HLSLSupport.cginc"
             #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
                 #define CAN_SKIP_VPOS
             #endif
             #include "UnityCG.cginc"
             #include "Lighting.cginc"
             #include "UnityPBSLighting.cginc"
             struct v2f
             {
                 V2F_SHADOW_CASTER;
                 float4 tSpace0 : TEXCOORD1;
                 float4 tSpace1 : TEXCOORD2;
                 float4 tSpace2 : TEXCOORD3;
                 UNITY_VERTEX_INPUT_INSTANCE_ID
             };
             v2f vert( appdata_full v )
             {
                 v2f o;
                 UNITY_SETUP_INSTANCE_ID( v );
                 UNITY_INITIALIZE_OUTPUT( v2f, o );
                 UNITY_TRANSFER_INSTANCE_ID( v, o );
                 float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
                 half3 worldNormal = UnityObjectToWorldNormal( v.normal );
                 half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
                 half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
                 half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
                 o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
                 o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
                 o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
                 TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
                 return o;
             }
             half4 frag( v2f IN
             #if !defined( CAN_SKIP_VPOS )
             , UNITY_VPOS_TYPE vpos : VPOS
             #endif
             ) : SV_Target
             {
                 UNITY_SETUP_INSTANCE_ID( IN );
                 Input surfIN;
                 UNITY_INITIALIZE_OUTPUT( Input, surfIN );
                 float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
                 half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
                 surfIN.worldPos = worldPos;
                 surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
                 surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
                 surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
                 surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
                 SurfaceOutputStandard o;
                 UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
                 surf( surfIN, o );
                 #if defined( CAN_SKIP_VPOS )
                 float2 vpos = IN.pos;
                 #endif
                 SHADOW_CASTER_FRAGMENT( IN )
             }
             ENDCG
         }
 }
 
     Fallback "Diffuse"
     
 }


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