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2025-06-14 13:46:24 +08:00
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Shader "Hidden/Amazing Assets/Terrain To Mesh/AllTerrainTextures"
{
Properties
{
_Color("", Color) = (1, 1, 1, 1)
_MainTex("", 2D) = "white" {}
_ControlMap ("", 2D) = "black" {}
_ChannelIndex ("", float) = 4
_PaintDiffuseMap ("", 2D) = "white" {}
_PaintNormalMap ("", 2D) = "bump" {}
_PaintNormalScale("", float) = 1
_PaintMaskMap ("", 2D) = "white" {}
_PaintSpecular("", Color) = (1, 1, 1, 1)
_PaintMetallic("", float) = 0
_PaintSmoothness("", float) = 1
_PaintSmoothnessFromDiffuseAlpha("", float) = 0
_PaintUVScaleOffset("", vector) = (1, 1, 0, 0)
_PaintSplitUVOffset("", vector) = (1, 1, 0, 0)
}
CGINCLUDE
#include "UnityCG.cginc"
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _ControlMap;
float _ChannelIndex;
sampler2D _PaintDiffuseMap;
sampler2D _PaintNormalMap;
float _PaintNormalClear;
float _PaintNormalScale;
sampler2D _PaintMaskMap;
float4 _PaintSpecular;
float _PaintMetallic;
float _PaintSmoothness;
int _PaintSmoothnessFromDiffuseAlpha;
float _PaintOccclusion;
float4 _MaskRemapMin;
float4 _MaskRemapMax;
float4 _PaintUVScaleOffset;
float4 _PaintSplitUVOffset;
float _FlipNormal;
float _WorldSpaceUV;
float2 _Remap01;
float _RotationDegree;
float _GammaToLinear;
float ControlValue(float2 uv)
{
if(_ChannelIndex < 0.5)
return tex2D (_ControlMap, uv).r;
else if(_ChannelIndex < 1.5)
return tex2D (_ControlMap, uv).g;
else if(_ChannelIndex < 2.5)
return tex2D (_ControlMap, uv).b;
else
return tex2D (_ControlMap, uv).a;
}
void TerrainToWorldUV(float2 uv, out float2 mapUV, out float2 controlUV)
{
_PaintUVScaleOffset.zw += _PaintUVScaleOffset.xy * _PaintSplitUVOffset.zw;
_PaintUVScaleOffset.xy *= _PaintSplitUVOffset.xy;
mapUV = float2(uv * _PaintUVScaleOffset.xy + _PaintUVScaleOffset.zw);
controlUV = float2(uv * _PaintSplitUVOffset.xy + _PaintSplitUVOffset.zw);
mapUV = lerp(mapUV, 1 - mapUV, _WorldSpaceUV);
controlUV = lerp(controlUV, 1 - controlUV, _WorldSpaceUV);
}
float2 RotateUV(float2 uv)
{
uv -= 0.5;
float s = sin(_RotationDegree);
float c = cos(_RotationDegree);
float2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix * 2 - 1;
uv.xy = mul(uv.xy, rMatrix);
uv += 0.5;
return uv;
}
float Remap01(float value)
{
value = (value - _Remap01.x) * (1.0 / (_Remap01.y - _Remap01.x));
return saturate(value);
}
float4 RemapMin01Max01(float4 value, float4 outMin, float4 outMax)
{
return outMin + value * (outMax - outMin);
}
float3 HeightToNormal(float2 uv)
{
float2 uvOffset = _MainTex_TexelSize * 1;
float K1 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x * -1, uvOffset.y)).r);
float K2 = Remap01(tex2D(_MainTex, uv + float2( 0, uvOffset.y)).r);
float K3 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x, uvOffset.y)).r);
float K4 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x * -1, 0)).r);
float K5 = Remap01(tex2D(_MainTex, uv + float2( 0, 0)).r);
float K6 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x, 0)).r);
float K7 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x * -1, uvOffset.y * -1)).r);
float K8 = Remap01(tex2D(_MainTex, uv + float2( 0, uvOffset.y * -1)).r);
float K9 = Remap01(tex2D(_MainTex, uv + float2( uvOffset.x, uvOffset.y * -1)).r);
float3 n;
n.x = 60 * (K9 - K7 + 2 * (K6 - K4) + K3 - K1) * -1;
n.y = 60 * (K1 - K7 + 2 * (K2 - K8) + K3 - K9) * -1;
n.z = 1.0;
if(_RotationDegree > 1)
n.xy *= -1;
n = normalize(n);
return n;
}
float4 fragBasemapDiffuse(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 c = tex2D(_MainTex, i.uv) + tex2D (_PaintDiffuseMap, mapUV) * _Color * float4(1, 1, 1, _PaintSmoothness) * ControlValue(controlUV);
return c;
}
float4 fragBasemapNormal(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 normal = tex2D (_PaintNormalMap, mapUV);
if(_PaintNormalClear > 0.5)
normal = float4(0.5f, 0.5f, 1, 1);
//[-1, 1]
normal = normal * 2 - 1;
//Flip normal
normal.yw *= _PaintNormalScale * lerp(1, -1, _FlipNormal);
//[0, 1]
normal = (normal + 1) / 2;
float4 c = tex2D(_MainTex, i.uv) + normal * ControlValue(controlUV);
return c;
}
float4 fragBasemapNormalUnpacked(v2f_img i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
c.rgb = UnpackNormal(c) * 0.5 + 0.5;
c.rgb = lerp(c.rgb, 1 - c.rgb, _WorldSpaceUV);
c.b = 1;
c.a = 1;
return c;
}
float4 fragBasemapMask(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float smoothnessValue = lerp(_PaintSmoothness, tex2D (_PaintDiffuseMap, mapUV).a, _PaintSmoothnessFromDiffuseAlpha);
float4 c = tex2D(_MainTex, i.uv) + RemapMin01Max01(tex2D (_PaintMaskMap, mapUV) * float4(_PaintMetallic, _PaintOccclusion, 0, smoothnessValue), _MaskRemapMin, _MaskRemapMax) * ControlValue(controlUV);
return c;
}
float4 fragBasemapSpecular(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 c = tex2D(_MainTex, i.uv) + float4(_PaintSpecular.rgb, 1) * float4(1, 1, 1, tex2D (_PaintDiffuseMap, mapUV).a * _PaintSmoothness) * ControlValue(controlUV);
return c;
}
float4 fragBasemapMetallic(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 c = tex2D(_MainTex, i.uv) + float4(_PaintMetallic, 0, 0, tex2D (_PaintDiffuseMap, mapUV).a * _PaintSmoothness) * ControlValue(controlUV);
return c;
}
float4 fragBasemapSmoothness(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 c = tex2D(_MainTex, i.uv) + float4(1, 0, 0, 1) * _PaintSmoothness * tex2D (_PaintDiffuseMap, mapUV).a * ControlValue(controlUV);
return c;
}
float4 fragBasemapOcclusion(v2f_img i) : SV_Target
{
float2 mapUV, controlUV;
TerrainToWorldUV(i.uv, mapUV, controlUV);
float4 c = tex2D(_MainTex, i.uv) + float4(RemapMin01Max01(tex2D (_PaintMaskMap, mapUV) * float4(0, _PaintOccclusion, 0, 0), _MaskRemapMin, _MaskRemapMax).ggg, 1) * ControlValue(controlUV);
return c;
}
float4 fragGeneric(v2f_img i) : SV_Target
{
i.uv = RotateUV(i.uv);
float4 c = tex2D(_MainTex, i.uv);
return c;
}
float4 fragGenericHolesmap(v2f_img i) : SV_Target
{
i.uv = RotateUV(i.uv);
float4 c = tex2D(_MainTex, i.uv);
return float4(c.xxx, 1);
}
float4 fragGenericHeightmap(v2f_img i) : SV_Target
{
i.uv = RotateUV(i.uv);
float c = tex2D(_MainTex, i.uv);
//Remap
c.r = Remap01(c.r);
if(_GammaToLinear > 0.5)
c = GammaToLinearSpaceExact(c);
return c;
}
float4 fragGenericHeightmapNormal(v2f_img i) : SV_Target
{
i.uv = RotateUV(i.uv);
float3 c = HeightToNormal(i.uv);
c.rgb = (c) * 0.5 + 0.5;
return float4(c, 1);
}
float4 fragHolesToBasemap(v2f_img i) : SV_Target
{
float4 c = tex2D(_MainTex, i.uv);
float4 holes = tex2D(_ControlMap, i.uv);
c.a = holes.r;
return c;
}
ENDCG
SubShader
{
Pass //0
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapDiffuse
ENDCG
} //Pass
Pass //1
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapNormal
ENDCG
} //Pass
Pass //2
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapNormalUnpacked
ENDCG
} //Pass
Pass //3
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapMask
ENDCG
} //Pass
Pass //4
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapSpecular
ENDCG
} //Pass
Pass //5
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapMetallic
ENDCG
} //Pass
Pass //6
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapSmoothness
ENDCG
} //Pass
Pass //7
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragBasemapOcclusion
ENDCG
} //Pass
Pass //8
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragGeneric
ENDCG
} //Pass
Pass //9
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragGenericHolesmap
ENDCG
} //Pass
Pass //10
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragGenericHeightmap
ENDCG
} //Pass
Pass //11
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragGenericHeightmapNormal
ENDCG
} //Pass
Pass //12
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment fragHolesToBasemap
ENDCG
} //Pass
} //SubShader
} //Shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
// Simplified Diffuse shader. Differences from regular Diffuse one:
// - no Main Color
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
// Shader "Mobile/Diffuse"
Shader "Amazing Assets/Terrain To Mesh/Grass"
{
Properties
{
_MainTex ("Base", 2D) = "white" {}
_Cutoff ("Cutoff", float) = 0.5
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest"}
LOD 150
Cull Off
CGPROGRAM
#pragma surface surf Lambert noforwardadd addshadow nometa
sampler2D _MainTex;
float _Cutoff;
struct Input
{
float2 uv_MainTex;
fixed4 color : COLOR;
};
void surf (Input IN, inout SurfaceOutput o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
clip(c.a - _Cutoff * 1.01);
o.Albedo = c.rgb * IN.color.rgb * 2;
o.Alpha = c.a;
}
ENDCG
}
}

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#ifndef VACUUM_SHADERS_T2M_DEFERRED_CGINC
#define VACUUM_SHADERS_T2M_DEFERRED_CGINC
#include "../cginc/Core.cginc"
void vert (inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.texcoord = v.texcoord.xy;
//Curved World
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
#endif
#endif
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
#if defined(_ALPHATEST_ON)
float holesmapValue = TerrainToMeshCalculateClipValue(IN.texcoord.xy);
clip(holesmapValue - 0.5);
#endif
#if defined(TERRAIN_TO_MESH_PASS_SHADOW_CASTER)
o.Albedo = 0;
o.Alpha = 1;
o.Normal = float3(0, 0, 1);
o.Metallic = 0;
o.Smoothness = 0;
o.Occlusion = 1;
#else
TerrainToMeshCalculateLayersBlend(IN.texcoord.xy, o.Albedo, o.Alpha, o.Normal, o.Metallic, o.Smoothness, o.Occlusion);
#endif
}
#endif

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#ifndef TERRAIN_TO_MESH_CORE_CGINC
#define TERRAIN_TO_MESH_CORE_CGINC
#include "Variables.cginc"
float4 TerrainToMeshRemap(float4 value, float4 outMin, float4 outMax)
{
return outMin + value * (outMax - outMin);
}
//Unity_NormalStrength_float
float3 TerrainToMeshNormalStrength(float3 In, float Strength)
{
return float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
#define T2M_UNPACK_SPLATMAP(uv,index) UNITY_SAMPLE_TEX2DARRAY(_T2M_SplatMaps2DArray, float3(uv, index));
#define T2M_UNPACK_PAINTMAP(uv,index,sum,splat) float4 paintColor##index = (_T2M_Layer_##index##_MapsUsage.x > 0.5 ? UNITY_SAMPLE_TEX2DARRAY(_T2M_DiffuseMaps2DArray, float3(uv * _T2M_Layer_##index##_uvScaleOffset, paintMapUsageIndex)) : float4(1, 1, 1, 1)); paintMapUsageIndex += _T2M_Layer_##index##_MapsUsage.x > 0.5 ? 1 : 0; sum += paintColor##index * _T2M_Layer_##index##_ColorTint * splat;
#define T2M_UNPACK_NORMAL_MAP(index,uv,sum,splat) sum += TerrainToMeshNormalStrength(UnpackNormal(UNITY_SAMPLE_TEX2DARRAY(_T2M_NormalMaps2DArray, float3(uv * _T2M_Layer_##index##_uvScaleOffset, normalMapUsageIndex))), _T2M_Layer_##index##_NormalScale) * splat; normalMapUsageIndex += 1;
#define T2M_UNPACK_MASK(index,uv,sum,splat) sum += TerrainToMeshRemap(UNITY_SAMPLE_TEX2DARRAY(_T2M_MaskMaps2DArray, float3(uv * _T2M_Layer_##index##_uvScaleOffset, maskMapUsageIndex)), _T2M_Layer_##index##_MaskMapRemapMin, _T2M_Layer_##index##_MaskMapRemapMax) * splat; maskMapUsageIndex += 1;
#else
#define T2M_UNPACK_SPLATMAP(uv,index) UNITY_SAMPLE_TEX2D_SAMPLER(_T2M_SplatMap_##index, _T2M_SplatMap_0, uv);
#define T2M_UNPACK_PAINTMAP(uv,index,sum,splat) float4 paintColor##index = UNITY_SAMPLE_TEX2D_SAMPLER(_T2M_Layer_##index##_Diffuse, _T2M_Layer_0_Diffuse, uv * _T2M_Layer_##index##_uvScaleOffset); sum += paintColor##index * _T2M_Layer_##index##_ColorTint * splat;
#define T2M_UNPACK_NORMAL_MAP(index,uv,sum,splat) sum += TerrainToMeshNormalStrength(UnpackNormal(UNITY_SAMPLE_TEX2D_SAMPLER(_T2M_Layer_##index##_NormalMap, _T2M_Layer_0_Diffuse, uv * _T2M_Layer_##index##_uvScaleOffset)), _T2M_Layer_##index##_NormalScale) * splat;
#define T2M_UNPACK_MASK(index,uv,sum,splat) sum += TerrainToMeshRemap(UNITY_SAMPLE_TEX2D_SAMPLER(_T2M_Layer_##index##_Mask, _T2M_Layer_0_Diffuse, uv * _T2M_Layer_##index##_uvScaleOffset), _T2M_Layer_##index##_MaskMapRemapMin, _T2M_Layer_##index##_MaskMapRemapMax) * splat;
#endif
#define T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(index,sum,splat) sum += float4(_T2M_Layer_##index##_MetallicOcclusionSmoothness.rgb, lerp(_T2M_Layer_##index##_MetallicOcclusionSmoothness.a, paintColor##index.a, _T2M_Layer_##index##_SmoothnessFromDiffuseAlpha)) * splat;
float TerrainToMeshCalculateClipValue(float2 uv)
{
#if defined(_ALPHATEST_ON)
float4 holesmap = UNITY_SAMPLE_TEX2D(_T2M_HolesMap, uv);
return holesmap.r;
#else
return 1;
#endif
}
void TerrainToMeshCalculateLayersBlend(float2 uv, out float3 albedoValue, out float alphaValue, out float3 normalValue, out float metallicValue, out float smoothnessValue, out float occlusionValue)
{
//Splatmaps//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 splatmap0 = T2M_UNPACK_SPLATMAP(uv, 0);
#if defined(NEED_SPLAT_MAP_1)
float4 splatmap1 = T2M_UNPACK_SPLATMAP(uv, 1);
#endif
#if defined(NEED_SPLAT_MAP_2)
float4 splatmap2 = T2M_UNPACK_SPLATMAP(uv, 2);
#endif
#if defined(NEED_SPLAT_MAP_3)
float4 splatmap3 = T2M_UNPACK_SPLATMAP(uv, 3);
#endif
//Paint Textures////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 paintColorSum = 0;
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
int paintMapUsageIndex = 0;
#endif
T2M_UNPACK_PAINTMAP(uv, 0, paintColorSum, splatmap0.r);
T2M_UNPACK_PAINTMAP(uv, 1, paintColorSum, splatmap0.g);
#if defined(NEED_PAINT_MAP_2)
T2M_UNPACK_PAINTMAP(uv, 2, paintColorSum, splatmap0.b);
#endif
#if defined(NEED_PAINT_MAP_3)
T2M_UNPACK_PAINTMAP(uv, 3, paintColorSum, splatmap0.a);
#endif
#if defined(NEED_SPLAT_MAP_1)
#if defined(NEED_PAINT_MAP_4)
T2M_UNPACK_PAINTMAP(uv, 4, paintColorSum, splatmap1.r);
#endif
#if defined(NEED_PAINT_MAP_5)
T2M_UNPACK_PAINTMAP(uv, 5, paintColorSum, splatmap1.g);
#endif
#if defined(NEED_PAINT_MAP_6)
T2M_UNPACK_PAINTMAP(uv, 6, paintColorSum, splatmap1.b);
#endif
#if defined(NEED_PAINT_MAP_7)
T2M_UNPACK_PAINTMAP(uv, 7, paintColorSum, splatmap1.a);
#endif
#endif
#if defined(NEED_SPLAT_MAP_2)
#if defined(NEED_PAINT_MAP_8)
T2M_UNPACK_PAINTMAP(uv, 8, paintColorSum, splatmap2.r);
#endif
#if defined(NEED_PAINT_MAP_9)
T2M_UNPACK_PAINTMAP(uv, 9, paintColorSum, splatmap2.g);
#endif
#if defined(NEED_PAINT_MAP_10)
T2M_UNPACK_PAINTMAP(uv, 10, paintColorSum, splatmap2.b);
#endif
#if defined(NEED_PAINT_MAP_11)
T2M_UNPACK_PAINTMAP(uv, 11, paintColorSum, splatmap2.a);
#endif
#endif
#if defined(NEED_SPLAT_MAP_3)
#if defined(NEED_PAINT_MAP_12)
T2M_UNPACK_PAINTMAP(uv, 12, paintColorSum, splatmap3.r);
#endif
#if defined(NEED_PAINT_MAP_13)
T2M_UNPACK_PAINTMAP(uv, 13, paintColorSum, splatmap3.g);
#endif
#if defined(NEED_PAINT_MAP_14)
T2M_UNPACK_PAINTMAP(uv, 14, paintColorSum, splatmap3.b);
#endif
#if defined(NEED_PAINT_MAP_15)
T2M_UNPACK_PAINTMAP(uv, 15, paintColorSum, splatmap3.a);
#endif
#endif
albedoValue = paintColorSum.rgb;
alphaValue = paintColorSum.a;
//Normal//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef TERRAIN_TO_MESH_NEED_NORMAL
float3 emptyNormal = float3(0, 0, 1);
normalValue = 0;
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
int normalMapUsageIndex = 0;
#endif
#if defined(_T2M_LAYER_0_NORMAL)
T2M_UNPACK_NORMAL_MAP(0, uv, normalValue, splatmap0.r);
#else
normalValue += splatmap0.r * emptyNormal;
#endif
#if defined(_T2M_LAYER_1_NORMAL)
T2M_UNPACK_NORMAL_MAP(1, uv, normalValue, splatmap0.g);
#else
normalValue += splatmap0.g * emptyNormal;
#endif
#ifdef NEED_PAINT_MAP_2
#if defined(_T2M_LAYER_2_NORMAL)
T2M_UNPACK_NORMAL_MAP(2, uv, normalValue, splatmap0.b);
#else
normalValue += splatmap0.b * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_3
#if defined(_T2M_LAYER_3_NORMAL)
T2M_UNPACK_NORMAL_MAP(3, uv, normalValue, splatmap0.a);
#else
normalValue += splatmap0.a * emptyNormal;
#endif
#endif
#if defined(NEED_SPLAT_MAP_1)
#ifdef NEED_PAINT_MAP_4
#if defined(_T2M_LAYER_4_NORMAL)
T2M_UNPACK_NORMAL_MAP(4, uv, normalValue, splatmap1.r);
#else
normalValue += splatmap1.r * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_5
#if defined(_T2M_LAYER_5_NORMAL)
T2M_UNPACK_NORMAL_MAP(5, uv, normalValue, splatmap1.g);
#else
normalValue += splatmap1.g * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_6
#if defined(_T2M_LAYER_6_NORMAL)
T2M_UNPACK_NORMAL_MAP(6, uv, normalValue, splatmap1.b);
#else
normalValue += splatmap1.b * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_7
#if defined(_T2M_LAYER_7_NORMAL)
T2M_UNPACK_NORMAL_MAP(7, uv, normalValue, splatmap1.a);
#else
normalValue += splatmap1.a * emptyNormal;
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_2)
#ifdef NEED_PAINT_MAP_8
#if defined(_T2M_LAYER_8_NORMAL)
T2M_UNPACK_NORMAL_MAP(8, uv, normalValue, splatmap2.r);
#else
normalValue += splatmap2.r * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_9
#if defined(_T2M_LAYER_9_NORMAL)
T2M_UNPACK_NORMAL_MAP(9, uv, normalValue, splatmap2.g);
#else
normalValue += splatmap2.g * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_10
#if defined(_T2M_LAYER_10_NORMAL)
T2M_UNPACK_NORMAL_MAP(10, uv, normalValue, splatmap2.b);
#else
normalValue += splatmap2.b * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_11
#if defined(_T2M_LAYER_11_NORMAL)
T2M_UNPACK_NORMAL_MAP(11, uv, normalValue, splatmap2.a);
#else
normalValue += splatmap2.a * emptyNormal;
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_3)
#ifdef NEED_PAINT_MAP_12
#if defined(_T2M_LAYER_12_NORMAL)
T2M_UNPACK_NORMAL_MAP(12, uv, normalValue, splatmap3.r);
#else
normalValue += splatmap3.r * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_13
#if defined(_T2M_LAYER_13_NORMAL)
T2M_UNPACK_NORMAL_MAP(13, uv, normalValue, splatmap3.g);
#else
normalValue += splatmap3.g * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_14
#if defined(_T2M_LAYER_14_NORMAL)
T2M_UNPACK_NORMAL_MAP(14, uv, normalValue, splatmap3.b);
#else
normalValue += splatmap3.b * emptyNormal;
#endif
#endif
#ifdef NEED_PAINT_MAP_15
#if defined(_T2M_LAYER_15_NORMAL)
T2M_UNPACK_NORMAL_MAP(15, uv, normalValue, splatmap3.a);
#else
normalValue += splatmap3.a * emptyNormal;
#endif
#endif
#endif
#else
normalValue = float3(0, 0, 1);
#endif
//Metallic, Occlusion, Smoothness////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
float4 metallicSmoothnessOcclusion = 0;
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
int maskMapUsageIndex = 0;
#endif
#if defined(_T2M_LAYER_0_MASK)
T2M_UNPACK_MASK(0, uv, metallicSmoothnessOcclusion, splatmap0.r);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(0, metallicSmoothnessOcclusion, splatmap0.r);
#endif
#if defined(_T2M_LAYER_1_MASK)
T2M_UNPACK_MASK(1, uv, metallicSmoothnessOcclusion, splatmap0.g);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(1, metallicSmoothnessOcclusion, splatmap0.g);
#endif
#if defined(NEED_PAINT_MAP_2)
#if defined(_T2M_LAYER_2_MASK)
T2M_UNPACK_MASK(2, uv, metallicSmoothnessOcclusion, splatmap0.b);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(2, metallicSmoothnessOcclusion, splatmap0.b);
#endif
#endif
#if defined(NEED_PAINT_MAP_3)
#if defined(_T2M_LAYER_3_MASK)
T2M_UNPACK_MASK(3, uv, metallicSmoothnessOcclusion, splatmap0.a);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(3, metallicSmoothnessOcclusion, splatmap0.a);
#endif
#endif
#if defined(NEED_SPLAT_MAP_1)
#if defined(NEED_PAINT_MAP_4)
#if defined(_T2M_LAYER_4_MASK)
T2M_UNPACK_MASK(4, uv, metallicSmoothnessOcclusion, splatmap1.r);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(4, metallicSmoothnessOcclusion, splatmap1.r);
#endif
#endif
#if defined(NEED_PAINT_MAP_5)
#if defined(_T2M_LAYER_5_MASK)
T2M_UNPACK_MASK(5, uv, metallicSmoothnessOcclusion, splatmap1.g);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(5, metallicSmoothnessOcclusion, splatmap1.g);
#endif
#endif
#if defined(NEED_PAINT_MAP_6)
#if defined(_T2M_LAYER_6_MASK)
T2M_UNPACK_MASK(6, uv, metallicSmoothnessOcclusion, splatmap1.b);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(6, metallicSmoothnessOcclusion, splatmap1.b);
#endif
#endif
#if defined(NEED_PAINT_MAP_7)
#if defined(_T2M_LAYER_7_MASK)
T2M_UNPACK_MASK(7, uv, metallicSmoothnessOcclusion, splatmap1.a);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(7, metallicSmoothnessOcclusion, splatmap1.a);
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_2)
#if defined(NEED_PAINT_MAP_8)
#if defined(_T2M_LAYER_8_MASK)
T2M_UNPACK_MASK(8, uv, metallicSmoothnessOcclusion, splatmap2.r);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(8, metallicSmoothnessOcclusion, splatmap2.r);
#endif
#endif
#if defined(NEED_PAINT_MAP_9)
#if defined(_T2M_LAYER_9_MASK)
T2M_UNPACK_MASK(9, uv, metallicSmoothnessOcclusion, splatmap2.g);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(9, metallicSmoothnessOcclusion, splatmap2.g);
#endif
#endif
#if defined(NEED_PAINT_MAP_10)
#if defined(_T2M_LAYER_10_MASK)
T2M_UNPACK_MASK(10, uv, metallicSmoothnessOcclusion, splatmap2.b);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(10, metallicSmoothnessOcclusion, splatmap2.b);
#endif
#endif
#if defined(NEED_PAINT_MAP_11)
#if defined(_T2M_LAYER_11_MASK)
T2M_UNPACK_MASK(11, uv, metallicSmoothnessOcclusion, splatmap2.a);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(11, metallicSmoothnessOcclusion, splatmap2.a);
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_3)
#if defined(NEED_PAINT_MAP_12)
#if defined(_T2M_LAYER_12_MASK)
T2M_UNPACK_MASK(12, uv, metallicSmoothnessOcclusion, splatmap3.r);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(12, metallicSmoothnessOcclusion, splatmap3.r);
#endif
#endif
#if defined(NEED_PAINT_MAP_13)
#if defined(_T2M_LAYER_13_MASK)
T2M_UNPACK_MASK(13, uv, metallicSmoothnessOcclusion, splatmap3.g);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(13, metallicSmoothnessOcclusion, splatmap3.g);
#endif
#endif
#if defined(NEED_PAINT_MAP_14)
#if defined(_T2M_LAYER_14_MASK)
T2M_UNPACK_MASK(14, uv, metallicSmoothnessOcclusion, splatmap3.b);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(14, metallicSmoothnessOcclusion, splatmap3.b);
#endif
#endif
#if defined(NEED_PAINT_MAP_15)
#if defined(_T2M_LAYER_15_MASK)
T2M_UNPACK_MASK(15, uv, metallicSmoothnessOcclusion, splatmap3.a);
#else
T2M_UNPACK_METALLIC_OCCLUSION_SMOOTHNESS(15, metallicSmoothnessOcclusion, splatmap3.a);
#endif
#endif
#endif
metallicSmoothnessOcclusion = saturate(metallicSmoothnessOcclusion);
metallicValue = metallicSmoothnessOcclusion.r;
smoothnessValue = metallicSmoothnessOcclusion.a;
occlusionValue = metallicSmoothnessOcclusion.g;
#else
metallicValue = 0;
smoothnessValue = 0;
occlusionValue = 1;
#endif
}
#endif

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fileFormatVersion: 2
guid: f9f4fea2e37009b46a947588e42010de
timeCreated: 1446882387
licenseType: Free
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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#ifndef TERRAIN_TO_MESH_VARIABLES_CGINC
#define TERRAIN_TO_MESH_VARIABLES_CGINC
#if defined(_T2M_LAYER_COUNT_3)
#define NEED_PAINT_MAP_2
#elif defined(_T2M_LAYER_COUNT_4)
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#elif defined(_T2M_LAYER_COUNT_5)
#define NEED_SPLAT_MAP_1
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#elif defined(_T2M_LAYER_COUNT_6)
#define NEED_SPLAT_MAP_1
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#elif defined(_T2M_LAYER_COUNT_7)
#define NEED_SPLAT_MAP_1
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#elif defined(_T2M_LAYER_COUNT_8)
#define NEED_SPLAT_MAP_1
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#elif defined(_T2M_LAYER_COUNT_9)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#elif defined(_T2M_LAYER_COUNT_10)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#elif defined(_T2M_LAYER_COUNT_11)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#elif defined(_T2M_LAYER_COUNT_12)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#define NEED_PAINT_MAP_11
#elif defined(_T2M_LAYER_COUNT_13)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_SPLAT_MAP_3
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#define NEED_PAINT_MAP_11
#define NEED_PAINT_MAP_12
#elif defined(_T2M_LAYER_COUNT_14)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_SPLAT_MAP_3
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#define NEED_PAINT_MAP_11
#define NEED_PAINT_MAP_12
#define NEED_PAINT_MAP_13
#elif defined(_T2M_LAYER_COUNT_15)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_SPLAT_MAP_3
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#define NEED_PAINT_MAP_11
#define NEED_PAINT_MAP_12
#define NEED_PAINT_MAP_13
#define NEED_PAINT_MAP_14
#elif defined(_T2M_LAYER_COUNT_16)
#define NEED_SPLAT_MAP_1
#define NEED_SPLAT_MAP_2
#define NEED_SPLAT_MAP_3
#define NEED_PAINT_MAP_2
#define NEED_PAINT_MAP_3
#define NEED_PAINT_MAP_4
#define NEED_PAINT_MAP_5
#define NEED_PAINT_MAP_6
#define NEED_PAINT_MAP_7
#define NEED_PAINT_MAP_8
#define NEED_PAINT_MAP_9
#define NEED_PAINT_MAP_10
#define NEED_PAINT_MAP_11
#define NEED_PAINT_MAP_12
#define NEED_PAINT_MAP_13
#define NEED_PAINT_MAP_14
#define NEED_PAINT_MAP_15
#endif
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
#define T2M_DECLARE_LAYER(l) float4 _T2M_Layer_##l##_MapsUsage; float2 _T2M_Layer_##l##_uvScaleOffset; float4 _T2M_Layer_##l##_ColorTint; float4 _T2M_Layer_##l##_MetallicOcclusionSmoothness; int _T2M_Layer_##l##_SmoothnessFromDiffuseAlpha;
#define T2M_DECALRE_NORMAL(l) float _T2M_Layer_##l##_NormalScale;
#define T2M_DECALRE_MASK(l) float4 _T2M_Layer_##l##_MaskMapRemapMin; float4 _T2M_Layer_##l##_MaskMapRemapMax;
#else
#define T2M_DECLARE_LAYER(l) UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_Layer_##l##_Diffuse); float2 _T2M_Layer_##l##_uvScaleOffset; float4 _T2M_Layer_##l##_ColorTint; float4 _T2M_Layer_##l##_MetallicOcclusionSmoothness; int _T2M_Layer_##l##_SmoothnessFromDiffuseAlpha;
#define T2M_DECALRE_NORMAL(l) UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_Layer_##l##_NormalMap); float _T2M_Layer_##l##_NormalScale;
#define T2M_DECALRE_MASK(l) UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_Layer_##l##_Mask); float4 _T2M_Layer_##l##_MaskMapRemapMin; float4 _T2M_Layer_##l##_MaskMapRemapMax;
#endif
//Layer Count/////////////////////////////////////////////////////////////////////////////
int _T2M_Layer_Count;
//Holes///////////////////////////////////////////////////////////////////////////////////
#if defined(_ALPHATEST_ON)
UNITY_DECLARE_TEX2D(_T2M_HolesMap);
#endif
#if defined(_T2M_TEXTURE_SAMPLE_TYPE_ARRAY)
UNITY_DECLARE_TEX2DARRAY(_T2M_SplatMaps2DArray);
UNITY_DECLARE_TEX2DARRAY(_T2M_DiffuseMaps2DArray);
UNITY_DECLARE_TEX2DARRAY(_T2M_NormalMaps2DArray);
UNITY_DECLARE_TEX2DARRAY(_T2M_MaskMaps2DArray);
float4 _T2M_Layer_0_MapsUsage;
#else
//Splatmaps///////////////////////////////////////////////////////////////////////////////
UNITY_DECLARE_TEX2D(_T2M_SplatMap_0);
#if defined(NEED_SPLAT_MAP_1)
UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_SplatMap_1);
#endif
#if defined(NEED_SPLAT_MAP_2)
UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_SplatMap_2);
#endif
#if defined(NEED_SPLAT_MAP_3)
UNITY_DECLARE_TEX2D_NOSAMPLER(_T2M_SplatMap_3);
#endif
//Layers//////////////////////////////////////////////////////////////////////////////////
UNITY_DECLARE_TEX2D(_T2M_Layer_0_Diffuse);
#endif
float2 _T2M_Layer_0_uvScaleOffset;
float4 _T2M_Layer_0_ColorTint;
float4 _T2M_Layer_0_MetallicOcclusionSmoothness;
int _T2M_Layer_0_SmoothnessFromDiffuseAlpha;
#if defined(_T2M_LAYER_0_NORMAL)
T2M_DECALRE_NORMAL(0)
#endif
#if defined(_T2M_LAYER_0_MASK)
T2M_DECALRE_MASK(0)
#endif
T2M_DECLARE_LAYER(1)
#if defined(_T2M_LAYER_1_NORMAL)
T2M_DECALRE_NORMAL(1)
#endif
#if defined(_T2M_LAYER_1_MASK)
T2M_DECALRE_MASK(1)
#endif
T2M_DECLARE_LAYER(2)
#if defined(_T2M_LAYER_2_NORMAL)
T2M_DECALRE_NORMAL(2)
#endif
#if defined(_T2M_LAYER_2_MASK)
T2M_DECALRE_MASK(2)
#endif
#ifdef NEED_PAINT_MAP_3
T2M_DECLARE_LAYER(3)
#if defined(_T2M_LAYER_3_NORMAL)
T2M_DECALRE_NORMAL(3)
#endif
#if defined(_T2M_LAYER_3_MASK)
T2M_DECALRE_MASK(3)
#endif
#endif
#if defined(NEED_SPLAT_MAP_1)
#ifdef NEED_PAINT_MAP_4
T2M_DECLARE_LAYER(4)
#if defined(_T2M_LAYER_4_NORMAL)
T2M_DECALRE_NORMAL(4)
#endif
#if defined(_T2M_LAYER_4_MASK)
T2M_DECALRE_MASK(4)
#endif
#endif
#ifdef NEED_PAINT_MAP_5
T2M_DECLARE_LAYER(5)
#if defined(_T2M_LAYER_5_NORMAL)
T2M_DECALRE_NORMAL(5)
#endif
#if defined(_T2M_LAYER_5_MASK)
T2M_DECALRE_MASK(5)
#endif
#endif
#ifdef NEED_PAINT_MAP_6
T2M_DECLARE_LAYER(6)
#if defined(_T2M_LAYER_6_NORMAL)
T2M_DECALRE_NORMAL(6)
#endif
#if defined(_T2M_LAYER_6_MASK)
T2M_DECALRE_MASK(6)
#endif
#endif
#ifdef NEED_PAINT_MAP_7
T2M_DECLARE_LAYER(7)
#if defined(_T2M_LAYER_7_NORMAL)
T2M_DECALRE_NORMAL(7)
#endif
#if defined(_T2M_LAYER_7_MASK)
T2M_DECALRE_MASK(7)
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_2)
#ifdef NEED_PAINT_MAP_8
T2M_DECLARE_LAYER(8)
#if defined(_T2M_LAYER_8_NORMAL)
T2M_DECALRE_NORMAL(8)
#endif
#if defined(_T2M_LAYER_8_MASK)
T2M_DECALRE_MASK(8)
#endif
#endif
#ifdef NEED_PAINT_MAP_9
T2M_DECLARE_LAYER(9)
#if defined(_T2M_LAYER_9_NORMAL)
T2M_DECALRE_NORMAL(9)
#endif
#if defined(_T2M_LAYER_9_MASK)
T2M_DECALRE_MASK(9)
#endif
#endif
#ifdef NEED_PAINT_MAP_10
T2M_DECLARE_LAYER(10)
#if defined(_T2M_LAYER_10_NORMAL)
T2M_DECALRE_NORMAL(10)
#endif
#if defined(_T2M_LAYER_10_MASK)
T2M_DECALRE_MASK(10)
#endif
#endif
#ifdef NEED_PAINT_MAP_11
T2M_DECLARE_LAYER(11)
#if defined(_T2M_LAYER_11_NORMAL)
T2M_DECALRE_NORMAL(11)
#endif
#if defined(_T2M_LAYER_11_MASK)
T2M_DECALRE_MASK(11)
#endif
#endif
#endif
#if defined(NEED_SPLAT_MAP_3)
#ifdef NEED_PAINT_MAP_12
T2M_DECLARE_LAYER(12)
#if defined(_T2M_LAYER_12_NORMAL)
T2M_DECALRE_NORMAL(12)
#endif
#if defined(_T2M_LAYER_12_MASK)
T2M_DECALRE_MASK(12)
#endif
#endif
#ifdef NEED_PAINT_MAP_13
T2M_DECLARE_LAYER(13)
#if defined(_T2M_LAYER_13_NORMAL)
T2M_DECALRE_NORMAL(13)
#endif
#if defined(_T2M_LAYER_13_MASK)
T2M_DECALRE_MASK(13)
#endif
#endif
#ifdef NEED_PAINT_MAP_14
T2M_DECLARE_LAYER(14)
#if defined(_T2M_LAYER_14_NORMAL)
T2M_DECALRE_NORMAL(14)
#endif
#if defined(_T2M_LAYER_14_MASK)
T2M_DECALRE_MASK(14)
#endif
#endif
#ifdef NEED_PAINT_MAP_15
T2M_DECLARE_LAYER(15)
#if defined(_T2M_LAYER_15_NORMAL)
T2M_DECALRE_NORMAL(15)
#endif
#if defined(_T2M_LAYER_15_MASK)
T2M_DECALRE_MASK(15)
#endif
#endif
#endif
#endif

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guid: 780f5951c0209764187c8aa048841bae
timeCreated: 1446882387
licenseType: Free
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