Ok I will answer my own question…
I downloaded the Strumpy Shader Editor and put one together with this excellent node based tool.
I sure the shader is not optimized due to my noobishness but still the shader works fine.
Here is code produced by Strumpy:
Shader “Two_RGBA_Bump_VertexBlend”
{
Properties
{
_Base1(“_Base1”, 2D) = “black” {}
_Normal1(“_Normal1”, 2D) = “black” {}
_Normal2(“_Normal2”, 2D) = “black” {}
_Base2(“_Base2”, 2D) = “black” {}
}
SubShader
{
Tags
{
“Queue”=“Geometry”
“IgnoreProjector”=“False”
“RenderType”=“Opaque”
}
Cull Back
ZWrite On
ZTest LEqual
ColorMask RGBA
Fog{
}
CGPROGRAM
#pragma surface surf BlinnPhongEditor vertex:vert
#pragma target 2.0
sampler2D _Base1;
sampler2D _Normal1;
sampler2D _Normal2;
sampler2D _Base2;
struct EditorSurfaceOutput {
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Gloss;
half Specular;
half Alpha;
half4 Custom;
};
inline half4 LightingBlinnPhongEditor_PrePass (EditorSurfaceOutput s, half4 light)
{
half3 spec = light.a * s.Gloss;
half4 c;
c.rgb = (s.Albedo * light.rgb + light.rgb * spec);
c.a = s.Alpha;
return c;
}
inline half4 LightingBlinnPhongEditor (EditorSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
{
half3 h = normalize (lightDir + viewDir);
half diff = max (0, dot ( lightDir, s.Normal ));
float nh = max (0, dot (s.Normal, h));
float spec = pow (nh, s.Specular*128.0);
half4 res;
res.rgb = _LightColor0.rgb * diff;
res.w = spec * Luminance (_LightColor0.rgb);
res *= atten * 2.0;
return LightingBlinnPhongEditor_PrePass( s, res );
}
struct Input {
float2 uv_Base1;
float4 color : COLOR;
float2 uv_Base2;
float2 uv_Normal2;
float2 uv_Normal1;
};
void vert (inout appdata_full v, out Input o) {
float4 VertexOutputMaster0_0_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_1_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_2_NoInput = float4(0,0,0,0);
float4 VertexOutputMaster0_3_NoInput = float4(0,0,0,0);
}
void surf (Input IN, inout EditorSurfaceOutput o) {
o.Normal = float3(0.0,0.0,1.0);
o.Alpha = 1.0;
o.Albedo = 0.0;
o.Emission = 0.0;
o.Gloss = 0.0;
o.Specular = 0.0;
o.Custom = 0.0;
float4 Tex2D0=tex2D(_Base1,(IN.uv_Base1.xyxy).xy);
float4 Multiply1=Tex2D0 * IN.color;
float4 Tex2D1=tex2D(_Base2,(IN.uv_Base2.xyxy).xy);
float4 Invert0= float4(1.0, 1.0, 1.0, 1.0) - IN.color;
float4 Saturate0=saturate(Invert0);
float4 Multiply2=Tex2D1 * Saturate0;
float4 Add0=Multiply1 + Multiply2;
float4 Tex2D2=tex2D(_Normal2,(IN.uv_Normal2.xyxy).xy);
float4 UnpackNormal1=float4(UnpackNormal(Tex2D2).xyz, 1.0);
float4 Multiply0=UnpackNormal1 * Saturate0;
float4 Tex2D3=tex2D(_Normal1,(IN.uv_Normal1.xyxy).xy);
float4 UnpackNormal0=float4(UnpackNormal(Tex2D3).xyz, 1.0);
float4 Multiply3=UnpackNormal0 * IN.color;
float4 Add1=Multiply0 + Multiply3;
float4 Master0_2_NoInput = float4(0,0,0,0);
float4 Master0_3_NoInput = float4(0,0,0,0);
float4 Master0_4_NoInput = float4(0,0,0,0);
float4 Master0_5_NoInput = float4(1,1,1,1);
float4 Master0_7_NoInput = float4(0,0,0,0);
float4 Master0_6_NoInput = float4(1,1,1,1);
o.Albedo = Add0;
o.Normal = Add1;
o.Normal = normalize(o.Normal);
}
ENDCG
}
Fallback “Diffuse”
}