From 4e2422becccc311349325fe436f10326b7210c73 Mon Sep 17 00:00:00 2001 From: yum Date: Sat, 10 Aug 2024 02:09:15 -0700 Subject: Decals can now use a secondary UV channel This lets you efficiently create a shit ton of tattoos using a single texture. It also lets you place them over seamlines. Just create a secondary UV map in blender and export as FBX. The shader will pick up this secondary channel and use it, if instructed to do so in the decals UI. --- interpolators.cginc | 32 +++++++++++++++++--------------- 1 file changed, 17 insertions(+), 15 deletions(-) (limited to 'interpolators.cginc') diff --git a/interpolators.cginc b/interpolators.cginc index 1b04192..00cc5c6 100644 --- a/interpolators.cginc +++ b/interpolators.cginc @@ -10,7 +10,7 @@ struct appdata float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -19,14 +19,15 @@ struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; + float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) - float2 lmuv : TEXCOORD1; + float2 lmuv : TEXCOORD2; #endif - float3 worldPos : TEXCOORD2; - float3 normal : TEXCOORD3; - float3 objPos : TEXCOORD4; + float3 worldPos : TEXCOORD3; + float3 normal : TEXCOORD4; + float3 objPos : TEXCOORD5; #if defined(SSR_ENABLED) - float4 screenPos : TEXCOORD5; + float4 screenPos : TEXCOORD6; #endif UNITY_VERTEX_OUTPUT_STEREO @@ -38,7 +39,7 @@ struct appdata { float4 vertex : POSITION; float2 uv0 : TEXCOORD0; - float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD1; float3 normal : NORMAL; float4 tangent : TANGENT; @@ -49,20 +50,21 @@ struct v2f { float4 pos : SV_POSITION; float2 uv0 : TEXCOORD0; + float2 uv2 : TEXCOORD1; #if defined(LIGHTMAP_ON) - float2 lmuv : TEXCOORD1; + float2 lmuv : TEXCOORD2; #endif - float3 normal : TEXCOORD2; - float4 tangent : TEXCOORD3; - float3 worldPos : TEXCOORD4; - float3 objPos : TEXCOORD5; + float3 normal : TEXCOORD3; + float4 tangent : TEXCOORD4; + float3 worldPos : TEXCOORD5; + float3 objPos : TEXCOORD6; - SHADOW_COORDS(6) + SHADOW_COORDS(7) #if defined(VERTEXLIGHT_ON) - float3 vertexLightColor : TEXCOORD7; + float3 vertexLightColor : TEXCOORD8; #endif #if defined(SSR_ENABLED) - float4 screenPos : TEXCOORD8; + float4 screenPos : TEXCOORD9; #endif UNITY_VERTEX_OUTPUT_STEREO -- cgit v1.2.3