{"id":972,"date":"2023-12-20T17:39:30","date_gmt":"2023-12-20T09:39:30","guid":{"rendered":"http:\/\/meecarlo.com\/?p=972"},"modified":"2023-12-22T17:16:23","modified_gmt":"2023-12-22T09:16:23","slug":"material-blend-tools","status":"publish","type":"post","link":"https:\/\/meecarlo.com\/old\/2023\/12\/20\/material-blend-tools\/","title":{"rendered":"Material Blend Tools"},"content":{"rendered":"\n<p>\u5199\u4e86\u4e2a\u57fa\u4e8eHeight Map\u7684Texture Mix\u7684\u5de5\u5177\uff0c\u5e94\u8be5\u8fd8\u6709\u63d0\u5347\u7684\u7a7a\u95f4\u5148\u770b\u770b\u6548\u679c<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"716\" style=\"aspect-ratio: 1620 \/ 716;\" width=\"1620\" controls src=\"http:\/\/meecarlo.com\/wp-content\/uploads\/2023\/12\/MaterialBlend-1.mp4\"><\/video><\/figure>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1008\" height=\"683\" src=\"http:\/\/meecarlo.com\/wp-content\/uploads\/2023\/12\/image.png\" alt=\"\" class=\"wp-image-975\" srcset=\"https:\/\/meecarlo.com\/old\/wp-content\/uploads\/2023\/12\/image.png 1008w, https:\/\/meecarlo.com\/old\/wp-content\/uploads\/2023\/12\/image-300x203.png 300w, https:\/\/meecarlo.com\/old\/wp-content\/uploads\/2023\/12\/image-768x520.png 768w\" sizes=\"auto, (max-width: 1008px) 100vw, 1008px\" \/><\/figure>\n\n\n\n<p>\u4e3b\u8981\u601d\u8def\u662f\u901a\u8fc7splat_control\u8fd9\u5f20\u8d34\u56fe\u7684\u56db\u4e2a\u901a\u9053\u63a7\u5236_Splat0~_Splat3\u8fd9\u56db\u5f20\u8d34\u56fe\u7684\u6df7\u5408\uff0c\u5982\u679csplat_control\u5bf9\u5e94\u901a\u9053\u7684\u503c\u4e3a1\uff0c\u90a3\u4e48\u8fd9\u4e2a\u901a\u9053\u5bf9\u5e94\u7684\u8d34\u56fe\u5c31\u5b8c\u5168\u663e\u793a\uff0c\u4e3a0\u5219\u5b8c\u5168\u4e0d\u663e\u793a\uff0c\u901a\u8fc7\u4fee\u6539splat_control\u8d34\u56fe\u5c31\u53ef\u4ee5\u5b9e\u73b0\u60f3\u8981\u7684\u6df7\u5408\u6548\u679c\u4e86\uff1b<\/p>\n\n\n\n<p>\u6838\u5fc3\u4ee3\u7801\u5982\u4e0b<\/p>\n\n\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\nfixed4 splat_control = tex2D (_Control, IN.uv_Control).rgba;\t\n\tfixed3 lay1 = tex2D (_Splat0, IN.uv_Splat0);\n\tfixed3 lay2 = tex2D (_Splat1, IN.uv_Splat1);\n\tfixed3 lay3 = tex2D (_Splat2, IN.uv_Splat2);\n\tfixed3 lay4 = tex2D (_Splat3, IN.uv_Splat3);\n\t_Alpha = 0.0;\n\tAlbedo.rgb = (lay1 * splat_control.r + lay2 * splat_control.g + lay3 * splat_control.b+ lay4 * splat_control.a);\n<\/pre>\n\n\n<p>\u6df7\u5408\u5904<\/p>\n\n\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\nfloat3 blend(float3 lay1, float3 lay2, float4 splat_control)\n{\n        float b1 = lay1.a * splat_control.r;\n        float b2 = lay2.a * splat_control.g;\n        float ma = max(b1,b2);\n        b1 = max(b1 - (ma \u2013 0.3), 0) * splat_control.r;\n        b2 = max(b2 - (ma \u2013 0.3), 0) * splat_control.g;\n\n        return (lay1.rgb * b1 + lay2.rgb * b2)\/(b1 + b2);\n}\n<\/pre>\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p>\u4e0b\u9762\u662f\u5de5\u5177<\/p>\n\n\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\nusing UnityEngine;\nusing System.Collections;\n\n[ExecuteInEditMode]\n[RequireComponent(typeof(MeshCollider))]\npublic class MeshPainter : MonoBehaviour {\n\n    void Start () {\n\t\n\t}\n\t\n\n\tvoid Update () {\n\t\n\t}\n}\n\n<\/pre>\n\n<pre class=\"brush: csharp; title: ; notranslate\" title=\"\">\nusing UnityEngine;\nusing UnityEditor;\nusing System.IO;\nusing System.Collections;\n\n[CustomEditor(typeof(MeshPainter))]\n[CanEditMultipleObjects]\npublic class MeshPainterStyle : Editor\n{\n    string contolTexName = &quot;&quot;;\n\n    bool isPaint;\n\n    float brushSize = 16f;\n    float brushStronger = 0.5f;\n\n    Texture[] brushTex;\n    Texture[] texLayer;\n\n    int selBrush = 0;\n    int selTex = 0;\n\n\n    int brushSizeInPourcent;\n    Texture2D MaskTex;\n    void OnSceneGUI()\n    {\n        if (isPaint)\n        {\n            Painter();\n        }\n\n    }\n    public override void OnInspectorGUI()\n        \n    {\n        if (Cheak())\n        {\n            GUIStyle boolBtnOn = new GUIStyle(GUI.skin.GetStyle(&quot;Button&quot;));\/\/\u5f97\u5230Button\u6837\u5f0f\n            GUILayout.BeginHorizontal();\n                GUILayout.FlexibleSpace();\n                isPaint = GUILayout.Toggle(isPaint, EditorGUIUtility.IconContent(&quot;ClothInspector.PaintValue&quot;), boolBtnOn, GUILayout.Width(35), GUILayout.Height(25));\/\/\u7f16\u8f91\u6a21\u5f0f\u5f00\u5173\n            GUILayout.FlexibleSpace();\n            GUILayout.EndHorizontal();\n            brushSize = (int)EditorGUILayout.Slider(&quot;Brush Size&quot;, brushSize, 1, 36);\/\/\u7b14\u5237\u5927\u5c0f\n            brushStronger = EditorGUILayout.Slider(&quot;Brush Stronger&quot;, brushStronger, 0, 1f);\/\/\u7b14\u5237\u5f3a\u5ea6\n\n            IniBrush();\n            layerTex();\n            GUILayout.BeginHorizontal();\n                GUILayout.FlexibleSpace();\n                    GUILayout.BeginHorizontal(&quot;box&quot;, GUILayout.Width(340));\n                    selTex = GUILayout.SelectionGrid(selTex, texLayer, 4, &quot;gridlist&quot;, GUILayout.Width(340), GUILayout.Height(86));\n                    GUILayout.EndHorizontal();\n                GUILayout.FlexibleSpace();\n            GUILayout.EndHorizontal();\n\n            GUILayout.BeginHorizontal();\n                GUILayout.FlexibleSpace();\n                    GUILayout.BeginHorizontal(&quot;box&quot;, GUILayout.Width(318));\n                    selBrush = GUILayout.SelectionGrid(selBrush, brushTex, 9, &quot;gridlist&quot;, GUILayout.Width(340), GUILayout.Height(70));\n                    GUILayout.EndHorizontal();\n                GUILayout.FlexibleSpace();\n            GUILayout.EndHorizontal();\n        }\n        \n    }\n\n    \/\/\u83b7\u53d6\u6750\u8d28\u7403\u4e2d\u7684\u8d34\u56fe\n    void layerTex()\n    {\n        Transform Select = Selection.activeTransform;\n        texLayer = new Texture[4];\n        texLayer[0] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Splat0&quot;)) as Texture;\n        texLayer[1] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Splat1&quot;)) as Texture;\n        texLayer[2] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Splat2&quot;)) as Texture;\n        texLayer[3] = AssetPreview.GetAssetPreview(Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Splat3&quot;)) as Texture;\n    }\n\n    \/\/\u83b7\u53d6\u7b14\u5237  \n    void IniBrush()\n    {\n        string MeshPaintEditorFolder = &quot;Assets\/MeshPaint\/Editor\/&quot;;\n        ArrayList BrushList = new ArrayList();\n        Texture BrushesTL;\n        int BrushNum = 0;\n        do\n        {\n            BrushesTL = (Texture)AssetDatabase.LoadAssetAtPath(MeshPaintEditorFolder + &quot;Brushes\/Brush&quot; + BrushNum + &quot;.png&quot;, typeof(Texture));\n\n            if (BrushesTL)\n            {\n                BrushList.Add(BrushesTL);\n            }\n            BrushNum++;\n        } while (BrushesTL);\n        brushTex = BrushList.ToArray(typeof(Texture)) as Texture[];\n    }\n\n    \/\/\u68c0\u67e5\n    bool Cheak()\n    {\n        bool Cheak = false;\n        Transform Select = Selection.activeTransform;\n        Texture ControlTex = Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Control&quot;);\n        if(Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.shader == Shader.Find(&quot;4Tex_Blend_Normal&quot;) || Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.shader == Shader.Find(&quot;zcxshaderlibrary\/texBlendWithBump&quot;))\n        {\n            if(ControlTex == null)\n            {\n                EditorGUILayout.HelpBox(&quot;\u5f53\u524d\u6a21\u578b\u6750\u8d28\u7403\u4e2d\u672a\u627e\u5230Control\u8d34\u56fe\uff0c\u7ed8\u5236\u529f\u80fd\u4e0d\u53ef\u7528\uff01&quot;, MessageType.Error);\n                if (GUILayout.Button(&quot;\u521b\u5efaControl\u8d34\u56fe&quot;))\n                {\n                    creatContolTex();\n                    \/\/Select.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.SetTexture(&quot;_Control&quot;, creatContolTex());\n                }\n            }\n            else\n            {\n                Cheak = true;\n            }\n        }\n        else \n        {\n            EditorGUILayout.HelpBox(&quot;\u5f53\u524d\u6a21\u578bshader\u9519\u8bef\uff01\u8bf7\u66f4\u6362\uff01&quot;, MessageType.Error);\n        }\n        return Cheak;\n    }\n\n    \/\/\u521b\u5efaContol\u8d34\u56fe\n    void creatContolTex()\n    {\n\n        \/\/\u521b\u5efa\u4e00\u4e2a\u65b0\u7684Contol\u8d34\u56fe\n        string ContolTexFolder = &quot;Assets\/MeshPaint\/Controler\/&quot;;\n        Texture2D newMaskTex = new Texture2D(512, 512, TextureFormat.ARGB32, true);\n        Color[] colorBase = new Color[512 * 512];\n        for(int t = 0; t&lt; colorBase.Length; t++)\n        {\n            colorBase[t] = new Color(1, 0, 0, 0);\n        }\n        newMaskTex.SetPixels(colorBase);\n\n        \/\/\u5224\u65ad\u662f\u5426\u91cd\u540d\n        bool exporNameSuccess = true;\n        for(int num = 1; exporNameSuccess; num++)\n        {\n            string Next = Selection.activeTransform.name +&quot;_&quot;+ num;\n            if (!File.Exists(ContolTexFolder + Selection.activeTransform.name + &quot;.png&quot;))\n            {\n                contolTexName = Selection.activeTransform.name;\n                exporNameSuccess = false;\n            }\n            else if (!File.Exists(ContolTexFolder + Next + &quot;.png&quot;))\n            {\n                contolTexName = Next;\n                exporNameSuccess = false;\n            }\n\n        }\n\n        string path = ContolTexFolder + contolTexName + &quot;.png&quot;;\n        byte[] bytes = newMaskTex.EncodeToPNG();\n        File.WriteAllBytes(path, bytes);\/\/\u4fdd\u5b58\n\n\n        AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);\/\/\u5bfc\u5165\u8d44\u6e90\n        \/\/Contol\u8d34\u56fe\u7684\u5bfc\u5165\u8bbe\u7f6e\n        TextureImporter textureIm = AssetImporter.GetAtPath(path) as TextureImporter;\n        TextureImporterPlatformSettings texset = textureIm.GetDefaultPlatformTextureSettings();\n        texset.format = TextureImporterFormat.RGBA32;\n        \/\/texset.maxTextureSize=512;\n        textureIm.SetPlatformTextureSettings(texset);\n        textureIm.isReadable = true;\n        textureIm.anisoLevel = 9;\n        textureIm.mipmapEnabled = false;\n        textureIm.wrapMode = TextureWrapMode.Clamp;\n        AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);\/\/\u5237\u65b0\n\n\n        setContolTex(path);\/\/\u8bbe\u7f6eContol\u8d34\u56fe\n\n    }\n\n    \/\/\u8bbe\u7f6eContol\u8d34\u56fe\n    void setContolTex(string peth)\n    {\n        Texture2D ControlTex = (Texture2D)AssetDatabase.LoadAssetAtPath(peth, typeof(Texture2D));\n        Selection.activeTransform.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.SetTexture(&quot;_Control&quot;, ControlTex);\n    }\n\n    void Painter()\n    {\n        \n        \n        Transform CurrentSelect = Selection.activeTransform;\n        MeshFilter temp = CurrentSelect.GetComponent&lt;MeshFilter&gt;();\/\/\u83b7\u53d6\u5f53\u524d\u6a21\u578b\u7684MeshFilter\n        float orthographicSize = (brushSize * CurrentSelect.localScale.x) * (temp.sharedMesh.bounds.size.x \/ 200);\/\/\u7b14\u5237\u5728\u6a21\u578b\u4e0a\u7684\u6b63\u4ea4\u5927\u5c0f\n        MaskTex = (Texture2D)CurrentSelect.gameObject.GetComponent&lt;MeshRenderer&gt;().sharedMaterial.GetTexture(&quot;_Control&quot;);\/\/\u4ece\u6750\u8d28\u7403\u4e2d\u83b7\u53d6Control\u8d34\u56fe\n\n        brushSizeInPourcent = (int)Mathf.Round((brushSize * MaskTex.width) \/ 100);\/\/\u7b14\u5237\u5728\u6a21\u578b\u4e0a\u7684\u5927\u5c0f\n        bool ToggleF = false;\n        Event e = Event.current;\/\/\u68c0\u6d4b\u8f93\u5165\n        HandleUtility.AddDefaultControl(0);\n        RaycastHit raycastHit = new RaycastHit();\n        Ray terrain = HandleUtility.GUIPointToWorldRay(e.mousePosition);\/\/\u4ece\u9f20\u6807\u4f4d\u7f6e\u53d1\u5c04\u4e00\u6761\u5c04\u7ebf\n        if (Physics.Raycast(terrain, out raycastHit, Mathf.Infinity, 1 &lt;&lt; LayerMask.NameToLayer(&quot;ground&quot;)))\/\/\u5c04\u7ebf\u68c0\u6d4b\u540d\u4e3a&quot;ground&quot;\u7684\u5c42\n        {\n            Handles.color = new Color(1f, 1f, 0f, 1f);\/\/\u989c\u8272\n            Handles.DrawWireDisc(raycastHit.point, raycastHit.normal, orthographicSize);\/\/\u6839\u636e\u7b14\u5237\u5927\u5c0f\u5728\u9f20\u6807\u4f4d\u7f6e\u663e\u793a\u4e00\u4e2a\u5706\n\n            \/\/\u9f20\u6807\u70b9\u51fb\u6216\u6309\u4e0b\u5e76\u62d6\u52a8\u8fdb\u884c\u7ed8\u5236\n            if ((e.type == EventType.MouseDrag &amp;amp;&amp;amp; e.alt == false &amp;amp;&amp;amp; e.control == false &amp;amp;&amp;amp; e.shift == false &amp;amp;&amp;amp; e.button == 0) || (e.type == EventType.MouseDown &amp;amp;&amp;amp; e.shift == false &amp;amp;&amp;amp; e.alt == false &amp;amp;&amp;amp; e.control == false &amp;amp;&amp;amp; e.button == 0 &amp;amp;&amp;amp; ToggleF == false))\n            {\n                \/\/\u9009\u62e9\u7ed8\u5236\u7684\u901a\u9053\n                Color targetColor = new Color(1f, 0f, 0f, 0f);\n                switch (selTex)\n                {\n                    case 0:\n                        targetColor = new Color(1f, 0f, 0f, 0f);\n                        break;\n                    case 1:\n                        targetColor = new Color(0f, 1f, 0f, 0f);\n                        break;\n                    case 2:\n                        targetColor = new Color(0f, 0f, 1f, 0f);\n                        break;\n                    case 3:\n                        targetColor = new Color(0f, 0f, 0f, 1f);\n                        break;\n\n                }\n\n                \/\/targetColor = new Color(0f, 0f, 0f, 0f);\n\n                Vector2 pixelUV = raycastHit.textureCoord;\n\n                \/\/\u8ba1\u7b97\u7b14\u5237\u6240\u8986\u76d6\u7684\u533a\u57df\n                int PuX = Mathf.FloorToInt(pixelUV.x * MaskTex.width);\n                int PuY = Mathf.FloorToInt(pixelUV.y * MaskTex.height);\n                int x = Mathf.Clamp(PuX - brushSizeInPourcent \/ 2, 0, MaskTex.width - 1);\n                int y = Mathf.Clamp(PuY - brushSizeInPourcent \/ 2, 0, MaskTex.height - 1);\n                int width = Mathf.Clamp((PuX + brushSizeInPourcent \/ 2), 0, MaskTex.width) - x;\n                int height = Mathf.Clamp((PuY + brushSizeInPourcent \/ 2), 0, MaskTex.height) - y;\n\n                Color[] terrainBay = MaskTex.GetPixels(x, y, width, height, 0);\/\/\u83b7\u53d6Control\u8d34\u56fe\u88ab\u7b14\u5237\u6240\u8986\u76d6\u7684\u533a\u57df\u7684\u989c\u8272\n\n                Texture2D TBrush = brushTex[selBrush] as Texture2D;\/\/\u83b7\u53d6\u7b14\u5237\u6027\u72b6\u8d34\u56fe\n                float[] brushAlpha = new float[brushSizeInPourcent * brushSizeInPourcent];\/\/\u7b14\u5237\u900f\u660e\u5ea6\n\n                \/\/\u6839\u636e\u7b14\u5237\u8d34\u56fe\u8ba1\u7b97\u7b14\u5237\u7684\u900f\u660e\u5ea6\n                for (int i = 0; i &lt; brushSizeInPourcent; i++)\n                {\n                    for (int j = 0; j &lt; brushSizeInPourcent; j++)\n                    {\n                        brushAlpha[j * brushSizeInPourcent + i] = TBrush.GetPixelBilinear(((float)i) \/ brushSizeInPourcent, ((float)j) \/ brushSizeInPourcent).a;\n                    }\n                }\n\n                \/\/\u8ba1\u7b97\u7ed8\u5236\u540e\u7684\u989c\u8272\n                for (int i = 0; i &lt; height; i++)\n                {\n                    for (int j = 0; j &lt; width; j++)\n                    {\n                        int index = (i * width) + j;\n                        float Stronger = brushAlpha[Mathf.Clamp((y + i) - (PuY - brushSizeInPourcent \/ 2), 0, brushSizeInPourcent - 1) * brushSizeInPourcent + Mathf.Clamp((x + j) - (PuX - brushSizeInPourcent \/ 2), 0, brushSizeInPourcent - 1)] * brushStronger;\n\n                        terrainBay[index] = Color.Lerp(terrainBay[index], targetColor, Stronger);\n                    }\n                }\n                Undo.RegisterCompleteObjectUndo(MaskTex, &quot;meshPaint&quot;);\/\/\u4fdd\u5b58\u5386\u53f2\u8bb0\u5f55\u4ee5\u4fbf\u64a4\u9500\n\n                MaskTex.SetPixels(x, y, width, height, terrainBay, 0);\/\/\u628a\u7ed8\u5236\u540e\u7684Control\u8d34\u56fe\u4fdd\u5b58\u8d77\u6765\n                MaskTex.Apply();\n                ToggleF = true;\n            }\n\n              if(e.type == EventType.MouseUp &amp;amp;&amp;amp; e.alt == false &amp;amp;&amp;amp; e.button == 0 &amp;amp;&amp;amp; ToggleF == true)\n            {\n\n                SaveTexture();\/\/\u7ed8\u5236\u7ed3\u675f\u4fdd\u5b58Control\u8d34\u56fe\n                ToggleF = false;\n            }\n        }\n    }\n    public void SaveTexture()\n    {\n        var path = AssetDatabase.GetAssetPath(MaskTex);\n        var bytes = MaskTex.EncodeToPNG();\n        File.WriteAllBytes(path, bytes);\n        AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate);\/\/\u5237\u65b0\n    }\n}\n\n<\/pre>\n\n\n<p>Shader\u6a21\u5757<\/p>\n\n\n<pre class=\"brush: cpp; title: ; notranslate\" title=\"\">\nShader &quot;zcxshaderlibrary\/texBlendWithBump&quot;\n{\n    Properties\n    {\n        _SpecularColor(&quot;SpecularColor&quot;,Color)=(1,1,1,1)\n        _Smoothness(&quot;Smoothness&quot;,range(0,20))=10\n        _Cutoff(&quot;Cutoff&quot;,float)=0.5\n        [Space(10)][Header(Layer)]\n        [Space(30)][Header(Layer1Map)]\n        _Splat0 (&quot;Layer 1(RGBA)&quot;,2D) = &quot;white&quot;{}\n        _Splat0_Color(&quot;_Splat1 Color&quot;,Color) = (1,1,1,1)\n        _BumpSplat0 (&quot;Layer 1 Normal(Bump)&quot;, 2D) = &quot;Bump&quot; {}\n        _BumpSplat0Scale(&quot;Layer 1 Normal Scale&quot;,float)=1\n        [Space(30)][Header(Layer2Map)]\n        _Splat1 (&quot;Layer 2(RGBA)&quot;, 2D) = &quot;white&quot; {}\n        _Splat1_Color(&quot;_Splat2 Color&quot;,Color) = (1,1,1,1)\n        _BumpSplat1 (&quot;Layer 2 Normal(Bump)&quot;, 2D) = &quot;Bump&quot; {}\n        _BumpSplat1Scale(&quot;Layer 2 Normal Scale&quot;,float)=1\n        [Space(30)][Header(Layer3Map)]\n        _Splat2 (&quot;Layer 3(RGBA)&quot;, 2D) = &quot;white&quot; {}\n        _Splat2_Color(&quot;_Splat3 Color&quot;,Color) = (1,1,1,1)\n        _BumpSplat2 (&quot;Layer 3 Normal(Bump)&quot;, 2D) = &quot;Bump&quot; {}\n        _BumpSplat2Scale(&quot;Layer 3 Normal Scale&quot;,float)=1\n        [Space(30)][Header(Layer4Map)]\n        _Splat3 (&quot;Layer 4(RGBA)&quot;, 2D) = &quot;white&quot; {}\n        _Splat3_Color(&quot;_Splat4 Color&quot;,Color) = (1,1,1,1)\n        _BumpSplat3 (&quot;Layer 4 Normal(Bump)&quot;, 2D) = &quot;Bump&quot; {}\n        _BumpSplat3Scale(&quot;Layer 4 Normal Scale&quot;,float)=1\n\n        [Space(30)][Header(Blend Texture)]\n        _Control (&quot;Control (RGBA)&quot;, 2D) = &quot;white&quot; {}\n        _Weight(&quot;Blend Weight&quot; , Range(0.001,1)) = 0.2 \n        \n    }\n    SubShader\n    {\n        Tags\n        {\n            &quot;RenderPipeline&quot;=&quot;UniversalPipeline&quot;\n            &quot;Queue&quot;=&quot;Geometry&quot;\n            &quot;RenderType&quot;=&quot;Opaque&quot;\n        }\n\n        HLSLINCLUDE\n        #include &quot;Packages\/com.unity.render-pipelines.universal\/ShaderLibrary\/Core.hlsl&quot;\n        CBUFFER_START(UnityPerMaterial)\n        \n        float4 _BaseColor;\n        float4 _Splat0_ST;\n        float4 _Splat0_Color;\n        float4 _SpecularColor;\n        float4 _BumpSplat0_ST;\n        float4 _Splat1_ST;\n        float4 _Splat1_Color;\n        float4 _BumpSplat1_ST;\n        float4 _Splat2_ST;\n        float4 _Splat2_Color;\n        float4 _BumpSplat2_ST;\n        float4 _Splat3_ST;\n        float4 _Splat3_Color;\n        float4 _BumpSplat3_ST;\n        float4 _Control_ST;\n\n        \/\/float _Control;\n        float _Weight;\n\n        float _Smoothness;\n        float _Cutoff;\n        \n        float _BumpSplat0Scale;\n        float _BumpSplat1Scale;\n        float _BumpSplat2Scale;\n        float _BumpSplat3Scale;\n\n\n        TEXTURE2D(_Splat0);\n        SAMPLER(sampler_Splat0);  \n        TEXTURE2D(_Splat1);\n        SAMPLER(sampler_Splat1);  \n        TEXTURE2D(_Splat2);\n        SAMPLER(sampler_Splat2);  \n        TEXTURE2D(_Splat3);\n        SAMPLER(sampler_Splat3);  \n        TEXTURE2D(_Control);\n        SAMPLER(sampler_Control); \n        TEXTURE2D(_BumpSplat0);\n        SAMPLER(sampler_BumpSplat0);\n        TEXTURE2D(_BumpSplat1);\n        SAMPLER(sampler_BumpSplat1);\n        TEXTURE2D(_BumpSplat2);\n        SAMPLER(sampler_BumpSplat2);  \n        TEXTURE2D(_BumpSplat3);\n        SAMPLER(sampler_BumpSplat3);  \n\n\n\n\n\n        CBUFFER_END\n        float4 _BaseMap_ST;\n        \n        ENDHLSL\n    \n\n        Pass\n        {\n            Name &quot;URPSimpleLit&quot; \n            Tags{&quot;LightMode&quot;=&quot;UniversalForward&quot;}\n\n            HLSLPROGRAM            \n            #include &quot;Packages\/com.unity.render-pipelines.universal\/ShaderLibrary\/Lighting.hlsl&quot;\n\n            #pragma vertex vert\n            #pragma fragment frag\n\n            \n\n            struct Attributes\n            {\n                float4 positionOS : POSITION;\n                float4 normalOS : NORMAL;\n                float4 tangentOS  : TANGENT;\n                float2 uv0 : TEXCOORD0;\n                float2 uv1 : TEXCOORD1;\n                float2 uv2 : TEXCOORD2;\n                float2 uv3 : TEXCOORD3;\n                float2 uv4 : TEXCOORD4;\n            };\n            struct Varings\n            {\n                float4 positionCS : SV_POSITION;\n                float2 uv0 : TEXCOORD0;\n                float2 uv1 : TEXCOORD1;\n                float2 uv2 : TEXCOORD2;\n                float2 uv3 : TEXCOORD3;\n                float2 uv4 : TEXCOORD4;\n                float3 positionWS : TEXCOORD5;\n                float3 viewDirWS : TEXCOORD6;\n                float3 normalWS : NORMAL_WS;\n                \/\/float3 normalWS1   : NORMAL_WS;\n                float4 tangentWS  : TANGENT_WS;\n            };\n            \n  \n            \n            inline float4 Blend(float depth1 ,float depth2,float depth3,float depth4 , float4 control) \n            {\n                float4 blend ;\n                \n                blend.r =depth1 * control.r;\n                blend.g =depth2 * control.g;\n                blend.b =depth3 * control.b;\n                blend.a =depth4 * control.a;\n                \n                float ma = max(blend.r, max(blend.g, max(blend.b, blend.a)));\n                blend = max(blend - ma +_Weight , 0) * control;\n                return blend\/(blend.r + blend.g + blend.b + blend.a);\n            }\n\n            Varings vert(Attributes IN)\n            {\n                Varings OUT;\n                VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz);\n                VertexNormalInputs normalInputs = GetVertexNormalInputs(IN.normalOS.xyz);\n                real sign = IN.tangentOS.w * GetOddNegativeScale();\n                OUT.positionCS = positionInputs.positionCS;\n                OUT.positionWS = positionInputs.positionWS;\n                OUT.viewDirWS = GetCameraPositionWS() - positionInputs.positionWS;\n                OUT.normalWS = normalInputs.normalWS;\n                OUT.tangentWS  = real4(normalInputs.tangentWS, sign);\n                OUT.uv0=TRANSFORM_TEX(IN.uv0,_Splat0);\n                OUT.uv1=TRANSFORM_TEX(IN.uv1,_Splat1);\n                OUT.uv2=TRANSFORM_TEX(IN.uv2,_Splat2);\n                OUT.uv3=TRANSFORM_TEX(IN.uv3,_Splat3);\n                OUT.uv4=TRANSFORM_TEX(IN.uv4,_Control);\n                return OUT;\n            }\n            \n            float4 frag(Varings IN):SV_Target\n            {   \n                \/\/\n                float4 splat_control = SAMPLE_TEXTURE2D(_Control, sampler_Control, IN.uv4);\n                \/\/\u7eb9\u7406\u8d34\u56fe\n                float4 lay1 = SAMPLE_TEXTURE2D(_Splat0, sampler_Splat0, IN.uv0);     \n                float4 lay2 = SAMPLE_TEXTURE2D(_Splat1, sampler_Splat1, IN.uv1);\n                float4 lay3 = SAMPLE_TEXTURE2D(_Splat2, sampler_Splat2, IN.uv2);\n                float4 lay4 = SAMPLE_TEXTURE2D(_Splat3, sampler_Splat3, IN.uv3); \n\n                \/\/Bump\u8d34\u56fe\n                float3 nor1TS = UnpackNormalScale(SAMPLE_TEXTURE2D (_BumpSplat0, sampler_BumpSplat0,IN.uv0),_BumpSplat0Scale);\n                float3 nor2TS = UnpackNormalScale(SAMPLE_TEXTURE2D (_BumpSplat1, sampler_BumpSplat1,IN.uv1),_BumpSplat1Scale);\n                float3 nor3TS = UnpackNormalScale(SAMPLE_TEXTURE2D (_BumpSplat2, sampler_BumpSplat2,IN.uv2),_BumpSplat2Scale);\n                float3 nor4TS = UnpackNormalScale(SAMPLE_TEXTURE2D (_BumpSplat3, sampler_BumpSplat3,IN.uv3),_BumpSplat3Scale);\n\n\n\n                \/\/BaseColor\u9644\u52a0\u5230\u5404\u4e2a\u56fe\u5c42\n                lay1.rgb*=lay1.rgb*_Splat0_Color.rgb;\n                lay2.rgb*=lay2.rgb*_Splat1_Color.rgb;\n                lay3.rgb*=lay3.rgb*_Splat2_Color.rgb;\n                lay4.rgb*=lay4.rgb*_Splat3_Color.rgb;\n                \n                \n\n                \/\/Normal\u8ba1\u7b97\n                real sgn = IN.tangentWS.w;\n                real3 bitangent = sgn * cross(IN.normalWS.xyz, IN.tangentWS.xyz);\n                real3 nor1WS = mul(nor1TS, real3x3(IN.tangentWS.xyz, bitangent.xyz, IN.normalWS.xyz));\n                real3 nor2WS = mul(nor2TS, real3x3(IN.tangentWS.xyz, bitangent.xyz, IN.normalWS.xyz));\n                real3 nor3WS = mul(nor3TS, real3x3(IN.tangentWS.xyz, bitangent.xyz, IN.normalWS.xyz));\n                real3 nor4WS = mul(nor4TS, real3x3(IN.tangentWS.xyz, bitangent.xyz, IN.normalWS.xyz)); \/\/ \u8f6c\u6362\u81f3\u4e16\u754c\u7a7a\u95f4\n                \/\/\u8ba1\u7b97\u6df7\u5408\n                float4 blend = Blend(lay1.a,lay2.a,lay3.a,lay4.a,splat_control);\n                float3 blendNor = nor1WS*blend.r+nor2WS*blend.g+nor3WS*blend.b+nor4WS*blend.a;\n\n                \/\/\u8ba1\u7b97\u4e3b\u5149\n                Light light = GetMainLight();\n                float3 diffuse = LightingLambert(light.color, light.direction, IN.normalWS);\n                float3 specular = LightingSpecular(light.color, light.direction, normalize(blendNor), normalize(IN.viewDirWS), _SpecularColor, _Smoothness);\n\n                \/\/\u8ba1\u7b97\u9644\u52a0\u5149\u7167\n                uint pixelLightCount = GetAdditionalLightsCount();\n                for (uint lightIndex = 0; lightIndex &lt; pixelLightCount; ++lightIndex)\n                {\n                    Light light = GetAdditionalLight(lightIndex, IN.positionWS);\n                    diffuse += LightingLambert(light.color, light.direction, IN.normalWS);\n                    specular += LightingSpecular(light.color, light.direction, normalize(blendNor), normalize(IN.viewDirWS), _SpecularColor, _Smoothness);\n                }\n\n\n                \n\n                float3 basecolor=lay1.rgb *blend.r  + lay2.rgb* blend.g + lay3.rgb * blend.b + lay4.rgb * blend.a;\/\/\u6df7\u5408\n                \n                \n                float4 ambient=float4(SampleSH(blendNor), 1.0)*(basecolor,0);\n\n                float3 diff=saturate(dot(light.direction,blendNor))*basecolor;\n\n                real3 viewDirectionWS = SafeNormalize(GetCameraPositionWS() - IN.positionWS); \/\/ safe\u9632\u6b62\u5206\u6bcd\u4e3a0\n                real3 h = SafeNormalize(viewDirectionWS + light.direction);\n                float3 color=diff*diffuse+specular+ambient.rgb;\n                clip(lay1.a*lay2.a*lay3.a*lay4.a-_Cutoff);\n                return float4(color,0);\n            }\n            ENDHLSL            \n        }\n\n        \n          Pass\n        {\n            Name &quot;ShadowCaster&quot;\n            Tags{&quot;LightMode&quot; = &quot;ShadowCaster&quot;}\n\n            ZWrite On\n            ZTest LEqual\n            Cull[_Cull]\n\n            HLSLPROGRAM\n            \/\/ Required to compile gles 2.0 with standard srp library\n            #pragma prefer_hlslcc gles\n            #pragma exclude_renderers d3d11_9x\n            #pragma target 2.0\n\n            \/\/ -------------------------------------\n            \/\/ Material Keywords\n            #pragma shader_feature _ALPHATEST_ON\n            #pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA\n\n            \/\/--------------------------------------\n            \/\/ GPU Instancing\n            #pragma multi_compile_instancing\n\n            #pragma vertex ShadowPassVertex\n            #pragma fragment ShadowPassFragment\n\n\n            \/\/\u7531\u4e8e\u8fd9\u6bb5\u4ee3\u7801\u4e2d\u58f0\u660e\u4e86\u81ea\u5df1\u7684CBUFFER\uff0c\u4e0e\u6211\u4eec\u9700\u8981\u7684\u4e0d\u4e00\u6837\uff0c\u6240\u4ee5\u6211\u4eec\u6ce8\u91ca\u6389\u4ed6\n            \/\/#include &quot;Packages\/com.unity.render-pipelines.universal\/Shaders\/SimpleLitInput.hlsl&quot;\n            \/\/\u5b83\u8fd8\u5f15\u5165\u4e86\u4e0b\u97622\u4e2ahlsl\u6587\u4ef6\n            #include &quot;Packages\/com.unity.render-pipelines.universal\/ShaderLibrary\/Core.hlsl&quot;\n            #include &quot;Packages\/com.unity.render-pipelines.universal\/ShaderLibrary\/SurfaceInput.hlsl&quot;\n            #include &quot;Packages\/com.unity.render-pipelines.universal\/Shaders\/ShadowCasterPass.hlsl&quot;\n            ENDHLSL\n        }\n\n    }\n}\n<\/pre>","protected":false},"excerpt":{"rendered":"<p>\u5199\u4e86\u4e2a\u57fa\u4e8eHeight Map\u7684Texture Mix\u7684\u5de5\u5177\uff0c\u5e94\u8be5\u8fd8\u6709\u63d0\u5347\u7684\u7a7a\u95f4\u5148\u770b\u770b\u6548\u679c \u4e3b\u8981\u601d\u8def\u662f\u901a\u8fc7sp &hellip; <a href=\"https:\/\/meecarlo.com\/old\/2023\/12\/20\/material-blend-tools\/\" class=\"more-link\">\u7ee7\u7eed\u9605\u8bfb<span class=\"screen-reader-text\">Material Blend Tools<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":942,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-972","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-study-note"],"_links":{"self":[{"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/posts\/972","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/comments?post=972"}],"version-history":[{"count":3,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/posts\/972\/revisions"}],"predecessor-version":[{"id":980,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/posts\/972\/revisions\/980"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/media\/942"}],"wp:attachment":[{"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/media?parent=972"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/categories?post=972"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/meecarlo.com\/old\/wp-json\/wp\/v2\/tags?post=972"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}