I need help with shaders.

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So basically i want to modify a vertex shader. Now I can paint texture on a model by vertexes and RGBA technique , and tile each texture how i want.

But now i want to modify the vertex shader , so when I'm moving towards or away from the model , the tiling decreases or increases.

If anyone has any idea how to do that, help would be appreciated.

So this is the Vertex blending shader.

Note. I'm doing all this in Unity3D



Shader "Vertex Paint/Vertex Blend"
{
properties {
_LightMap ("Brightness Light Map ", Float) = 0.4
_SpecColor ("Specular Color for Light Map", Color) = (0.5,0.5,0.5,1)
_Shininess ("Shininess for Light Map", Range(0.03,1)) = 1
_Color ("Diffuse Color", Color) = (0.5,0.5,0.5,0.5)

_SpecPower1 ("Specular power Splat1", Range(0.0,2.0)) = 1
_SpecPower2 ("Specular power Splat2", Range(0.0,2.0)) = 1
_SpecPower3 ("Specular power Splat3", Range(0.0,2.0)) = 1
_SpecPower4 ("Specular power Splat4", Range(0.0,2.0)) = 1

_Shininess ("Shininess", Range(0.0,2.0)) = 1

_Splat1 ("Texture 1 (R) (A = Spec)", 2D) = "white"{}
_Splat1bump ("Texture 1 (R) bump", 2D) = "grey"{}
_Splat2 ("Texture 2 (G) (A = Spec)", 2D) = "white"{}
_Splat2bump ("Texture 2 (R) bump", 2D) = "grey"{}
_Splat3 ("Texture 3 (B) (A = Spec)", 2D) = "white"{}
_Splat3bump ("Texture 3 (R) bump", 2D) = "grey"{}
_Splat4 ("Texture 4 (A) (A = Spec)", 2D) = "white"{}
_Splat4bump ("Texture 4 (R) bump", 2D) = "grey"{}


}

subshader {
LOD 900
Tags {"SplatCount" = "4" "RenderType" = "Opaque" }

CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0


sampler2D _Splat1;
sampler2D _Splat2;
sampler2D _Splat3;
sampler2D _Splat4;

sampler2D _Splat1bump;
sampler2D _Splat2bump;
sampler2D _Splat3bump;
sampler2D _Splat4bump;

float _SpecPower1;
float _SpecPower2;
float _SpecPower3;
float _SpecPower4;
float _Shininess;

struct Input {
float2 uv_Splat1;
float2 uv_Splat2;
float2 uv_Splat3;
float2 uv_Splat4;
float4 vertexColor;
};

void vert (inout appdata_full v, out Input o) {
o.vertexColor = v.color;
}


void surf (Input IN, inout SurfaceOutput o) {

float4 splat_control = IN.vertexColor;
fixed3 albedo;
float gloss;
float2 uv1 = IN.uv_Splat1;
float2 uv2 = IN.uv_Splat2;
float2 uv3 = IN.uv_Splat3;
float2 uv4 = IN.uv_Splat4;

float4 Splat1 = tex2D(_Splat1, uv1);
float4 Splat2 = tex2D(_Splat2, uv2);
float4 Splat3 = tex2D(_Splat3, uv3);
float4 Splat4 = tex2D(_Splat4, uv4);

float4 tempNormal;
float3 normal;

// diffuse color
albedo = Splat1.rgb * splat_control.r;
albedo += Splat2.rgb * splat_control.g;
albedo += Splat3.rgb * splat_control.b;
albedo += Splat4.rgb * splat_control.a;


//normals
tempNormal = tex2D (_Splat1bump, uv1) * splat_control.r;
tempNormal += tex2D (_Splat2bump, uv2) * splat_control.g;
tempNormal += tex2D (_Splat3bump, uv3) * splat_control.b;
tempNormal += tex2D (_Splat4bump, uv4) * splat_control.a;
normal = UnpackNormal(tempNormal);

// specular based on alpha of the textures
gloss = Splat1.a * splat_control.r * _SpecPower1;
gloss += Splat2.a * splat_control.g * _SpecPower2;
gloss += Splat3.a * splat_control.b * _SpecPower3;
gloss += Splat4.a * splat_control.a * _SpecPower4;



o.Normal = normal;
o.Albedo = albedo;
o.Gloss = gloss;
o.Specular = _Shininess;
}

ENDCG
}
Fallback "Diffuse"
}
 

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