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Question by warkk · Sep 04, 2012 at 08:23 AM · shaderbumpmapsplatmap

BumpMap on terrain splatmap shader

Is it possible to add the BumpMap attribute to the Bootcamp 4 splat terrain shader?


 hader "Misc/Mesh Terrain 4 Splats" {
 Properties {
     _Control ("SplatMap (RGBA)", 2D) = "red" {}
     _Splat0 ("Layer 0 (R)", 2D) = "white" {}
     _Splat1 ("Layer 1 (G)", 2D) = "white" {}
     _Splat2 ("Layer 2 (B)", 2D) = "white" {}
     _Splat3 ("Layer 3 (A)", 2D) = "white" {}
     _BaseMap ("BaseMap (RGB)", 2D) = "white" {}
 }
 
 // Fragment program
 SubShader {
     Tags { "RenderType" = "Opaque" }
     Pass { 
         Tags { "LightMode" = "Always" }
 
         CGPROGRAM
         #pragma vertex vert
         #pragma fragment frag
         #pragma fragmentoption ARB_precision_hint_fastest
         #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
 
         #include "UnityCG.cginc"
 
         struct appdata_lightmap {
             float4 vertex : POSITION;
             float2 texcoord : TEXCOORD0;
             float2 texcoord1 : TEXCOORD1;
         };
 
         struct v2f_vertex {
             float4 pos : SV_POSITION;
             float4 uv[3] : TEXCOORD0;
         };
 
         uniform sampler2D _Control;
         uniform float4 _Control_ST;
 
         #ifdef LIGHTMAP_ON
         uniform float4 unity_LightmapST;
         uniform sampler2D unity_Lightmap;
         #endif
 
         uniform sampler2D _Splat0,_Splat1,_Splat2,_Splat3;
         uniform float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST;
 
         v2f_vertex vert (appdata_lightmap v) 
         {
             v2f_vertex o;
             o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
             o.uv[0].xy = TRANSFORM_TEX (v.texcoord.xy, _Control);
         #ifdef LIGHTMAP_ON
             o.uv[0].zw = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
         #else
             o.uv[0].zw = half2(0,0);
         #endif
             o.uv[1].xy = TRANSFORM_TEX (v.texcoord.xy, _Splat0);
             o.uv[1].zw = TRANSFORM_TEX (v.texcoord.xy, _Splat1);
             o.uv[2].xy = TRANSFORM_TEX (v.texcoord.xy, _Splat2);
             o.uv[2].zw = TRANSFORM_TEX (v.texcoord.xy, _Splat3);
 
             return o;
         }
 
         half4 frag (v2f_vertex i) : COLOR
         {
             half4 splat_control = tex2D(_Control, i.uv[0].xy);
             half3 splat_color = splat_control.r * tex2D (_Splat0, i.uv[1].xy).rgb;
             splat_color += splat_control.g * tex2D (_Splat1, i.uv[1].zw).rgb;
             splat_color += splat_control.b * tex2D (_Splat2, i.uv[2].xy).rgb;
             splat_color += splat_control.a * tex2D (_Splat3, i.uv[2].zw).rgb;
             #ifdef LIGHTMAP_ON
             splat_color *= DecodeLightmap (tex2D (unity_Lightmap, i.uv[0].zw));
             #endif
 
             return half4 (splat_color, 0.0);
         }
         ENDCG
     }
 }
 
 // Fixed function
 SubShader {
     Tags { "RenderType" = "Opaque" }
     Pass { 
         Tags { "LightMode" = "Vertex" }
         SetTexture [_BaseMap] { constantColor(0,0,0,0) combine texture, constant }
     }
     Pass { 
         Tags { "LightMode" = "VertexLM" }
         SetTexture [unity_Lightmap] { combine texture }
         SetTexture [_BaseMap] { constantColor(0,0,0,0) combine texture * previous, constant }
     }
     Pass { 
         Tags { "LightMode" = "VertexLMRGBM" }
         SetTexture [unity_Lightmap] { combine texture * texture alpha DOUBLE }
         SetTexture [_BaseMap] { constantColor(0,0,0,0) combine texture * previous DOUBLE, constant }
 
     }
 }
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