mirror of
https://github.com/nothke/quality-control.git
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116 lines
2.9 KiB
Plaintext
116 lines
2.9 KiB
Plaintext
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Shader "Triplanar"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_MainTex("Albedo Top", 2D) = "white" {}
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_MainTex1("Albedo Front", 2D) = "white" {}
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_MainTex2("Albedo Side", 2D) = "white" {}
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_SizeX("SizeX", Float) = 20
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_SizeY("SizeY", Float) = 20
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_NX("NX", Range(0,1)) = 1
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_NY("NY", Range(0,1)) = 1
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_NZ("NZ", Range(0,1)) = 1
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_PreventRepeatMult("Prevent Repeat Mult", Float) = 0
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[MaterialToggle] _FlipTop("Flip Top", Float) = 0
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//_SplatMap("Splat", 2D) = "white" {}
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_OcclusionTex("Occlusion Map", 2D) = "white" {}
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//_BumpMap0("Normal", 2D) = "white" {}
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//_BumpMap1("Normal", 2D) = "white" {}
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//_BumpMap2("Normal", 2D) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _MainTex1;
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sampler2D _MainTex2;
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fixed4 _Color;
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fixed _NX;
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fixed _NY;
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fixed _NZ;
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half _SizeX;
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half _SizeY;
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half _PreventRepeatMult;
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//sampler2D _BumpMap0;
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//sampler2D _BumpMap1;
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//sampler2D _BumpMap2;
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//sampler2D _SplatMap;
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sampler2D _OcclusionTex;
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uniform bool _FlipTop;
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struct Input
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{
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half3 worldPos;
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fixed3 worldNormal;
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fixed2 uv_OcclusionTex;
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INTERNAL_DATA
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};
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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half2 scale = half2(_SizeX, _SizeY);
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float3 wp = IN.worldPos;
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//float3 n = IN.worldNormal;
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// top down
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half2 uvy = (_FlipTop ? wp.xz : wp.zx) + wp.y * _PreventRepeatMult;
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// sideways
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half2 uvx = wp.zy + wp.x * _PreventRepeatMult;
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half2 uvz = wp.xy + wp.z * _PreventRepeatMult;
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//n.x * wp.yz + n.y * wp.xz + n.z * wp.xy;
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fixed4 cy = tex2D(_MainTex, uvy / scale); // top down
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fixed4 cx = tex2D(_MainTex2, uvx / scale); // left right
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fixed4 cz = tex2D(_MainTex1, uvz / scale); // back forth
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//fixed3 n0 = UnpackNormal(tex2D(_BumpMap0, IN.worldPos.xz / scale));
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//fixed3 n1 = UnpackNormal(tex2D(_BumpMap1, IN.worldPos.xy / scale));
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//fixed3 n2 = UnpackNormal(tex2D(_BumpMap2, IN.worldPos.zy / scale));
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fixed occlusion = tex2D(_OcclusionTex, IN.uv_OcclusionTex.xy);
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fixed3 nWNormal = Unity_SafeNormalize(IN.worldNormal*fixed3(_NX, _NY, _NZ));
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//fixed3 nWNormal = IN.worldNormal;
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fixed3 projnormal = saturate(pow(nWNormal*1.5, 4));
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//fixed4 splatMap = tex2D(_SplatMap, IN.worldPos.xz / scale);
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//fixed splat = splatMap.r;
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// Sides
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half4 result = lerp(cz, cx, projnormal.x);
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// Top
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result = lerp(result, cy, round(projnormal.y * (0.5+ result.r)));
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//half3 resultBump = lerp(n0, n1, projnormal.z);
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//resultBump = lerp(resultBump, n2, projnormal.x);
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//normal = lerp(normal, half3(0, 1, 0), projnormal.z);
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//half3 normal = resultBump;
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//o.Normal = normal;
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o.Albedo = result.rgb * _Color.rgb * occlusion;
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o.Alpha = result.a * _Color.a;
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o.Occlusion = occlusion;
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//o.Normal = normal;
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}
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ENDCG
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}
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Fallback "VertexLit"
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}
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