Hey guys! I was wondering if it is possible to add more maps than bump map or if its possible to use my own shaders on the Terrain so that I can have some better looking textures. Any information is much appreciated!
From what I heard the Shader needs to replace the Unity one, would this shader be compatible?
Shader "Hidden/TerrainEngine/Splatmap/Realtime-FirstPass" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
_Parallax ("Height", Range (0.005, 0.08)) = 0.02
_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
_SpecMap ("Specular map", 2D) = "black" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_ParallaxMap ("Heightmap (A)", 2D) = "black" {}
_Occlusion ("Occlusion Map", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 600
CGPROGRAM
#pragma surface surf BlinnPhong
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _SpecMap;
sampler2D _ParallaxMap;
sampler2D _Occlusion;
fixed4 _Color;
half _Shininess;
float _Parallax;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SpecMap;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutput o) {
half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;
float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);
IN.uv_MainTex += offset;
IN.uv_BumpMap += offset;
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
fixed4 Occ = tex2D(_Occlusion, IN.uv_MainTex);
fixed4 specTex = tex2D(_SpecMap, IN.uv_SpecMap);
o.Albedo = tex.rgb * _Color.rgb * Occ.rgb;
o.Gloss = specTex.r;
o.Alpha = tex.a * _Color.a;
o.Specular = _Shininess * specTex.g;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
}
ENDCG
}
FallBack "Specular"
}