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hatch.shader
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Shader "LX/hatch"
{
Properties
{
_Tex1 ("Tex1", 2D) = "white" {}
_Tex2 ("Tex2", 2D) = "white" {}
_Tex3 ("Tex3", 2D) = "white" {}
_Tex4 ("Tex4", 2D) = "white" {}
_Tex5 ("Tex5", 2D) = "white" {}
_Tex6 ("Tex6", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
fixed3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float weight : TEXCOORD1;
};
sampler2D _Tex1;
sampler2D _Tex2;
sampler2D _Tex3;
sampler2D _Tex4;
sampler2D _Tex5;
sampler2D _Tex6;
float4 _Tex1_ST;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _Tex1);
fixed3 worldLightDir = normalize(WorldSpaceLightDir(v.vertex));
fixed3 worldNormal = normalize(UnityObjectToWorldNormal(v.normal));
float weight = max(0, dot(worldLightDir, worldNormal)) * 7;
o.weight = weight;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_Tex1, i.uv);
if (i.weight > 6)
{
col = tex2D(_Tex6, i.uv);
}
else if (i.weight > 5)
{
col = tex2D(_Tex5, i.uv);
}
else if (i.weight > 4)
{
col = tex2D(_Tex4, i.uv);
}
else if (i.weight > 3)
{
col = tex2D(_Tex3, i.uv);
}
else if (i.weight > 2)
{
col = tex2D(_Tex2, i.uv);
}
else if (i.weight > 1)
{
col = tex2D(_Tex1, i.uv);
}
else
{
col = fixed4(0, 0, 0, 1);
}
return col;
}
ENDCG
}
}
}