mirror of
https://github.com/nothke/quality-control.git
synced 2024-11-10 12:53:43 +00:00
116 lines
2.9 KiB
Plaintext
116 lines
2.9 KiB
Plaintext
Shader "Triplanar"
|
|
{
|
|
Properties
|
|
{
|
|
_Color("Main Color", Color) = (1,1,1,1)
|
|
_MainTex("Albedo Top", 2D) = "white" {}
|
|
_MainTex1("Albedo Front", 2D) = "white" {}
|
|
_MainTex2("Albedo Side", 2D) = "white" {}
|
|
_SizeX("SizeX", Float) = 20
|
|
_SizeY("SizeY", Float) = 20
|
|
_NX("NX", Range(0,1)) = 1
|
|
_NY("NY", Range(0,1)) = 1
|
|
_NZ("NZ", Range(0,1)) = 1
|
|
_PreventRepeatMult("Prevent Repeat Mult", Float) = 0
|
|
[MaterialToggle] _FlipTop("Flip Top", Float) = 0
|
|
|
|
//_SplatMap("Splat", 2D) = "white" {}
|
|
|
|
_OcclusionTex("Occlusion Map", 2D) = "white" {}
|
|
|
|
//_BumpMap0("Normal", 2D) = "white" {}
|
|
//_BumpMap1("Normal", 2D) = "white" {}
|
|
//_BumpMap2("Normal", 2D) = "white" {}
|
|
}
|
|
SubShader
|
|
{
|
|
Tags{ "RenderType" = "Opaque" }
|
|
LOD 200
|
|
|
|
CGPROGRAM
|
|
#pragma surface surf Standard
|
|
#pragma target 3.0
|
|
|
|
sampler2D _MainTex;
|
|
sampler2D _MainTex1;
|
|
sampler2D _MainTex2;
|
|
fixed4 _Color;
|
|
fixed _NX;
|
|
fixed _NY;
|
|
fixed _NZ;
|
|
half _SizeX;
|
|
half _SizeY;
|
|
half _PreventRepeatMult;
|
|
|
|
//sampler2D _BumpMap0;
|
|
//sampler2D _BumpMap1;
|
|
//sampler2D _BumpMap2;
|
|
|
|
//sampler2D _SplatMap;
|
|
|
|
sampler2D _OcclusionTex;
|
|
uniform bool _FlipTop;
|
|
|
|
struct Input
|
|
{
|
|
half3 worldPos;
|
|
fixed3 worldNormal;
|
|
fixed2 uv_OcclusionTex;
|
|
INTERNAL_DATA
|
|
};
|
|
|
|
void surf(Input IN, inout SurfaceOutputStandard o)
|
|
{
|
|
half2 scale = half2(_SizeX, _SizeY);
|
|
|
|
float3 wp = IN.worldPos;
|
|
//float3 n = IN.worldNormal;
|
|
|
|
// top down
|
|
half2 uvy = (_FlipTop ? wp.xz : wp.zx) + wp.y * _PreventRepeatMult;
|
|
|
|
// sideways
|
|
half2 uvx = wp.zy + wp.x * _PreventRepeatMult;
|
|
half2 uvz = wp.xy + wp.z * _PreventRepeatMult;
|
|
//n.x * wp.yz + n.y * wp.xz + n.z * wp.xy;
|
|
|
|
fixed4 cy = tex2D(_MainTex, uvy / scale); // top down
|
|
fixed4 cx = tex2D(_MainTex2, uvx / scale); // left right
|
|
fixed4 cz = tex2D(_MainTex1, uvz / scale); // back forth
|
|
|
|
//fixed3 n0 = UnpackNormal(tex2D(_BumpMap0, IN.worldPos.xz / scale));
|
|
//fixed3 n1 = UnpackNormal(tex2D(_BumpMap1, IN.worldPos.xy / scale));
|
|
//fixed3 n2 = UnpackNormal(tex2D(_BumpMap2, IN.worldPos.zy / scale));
|
|
|
|
fixed occlusion = tex2D(_OcclusionTex, IN.uv_OcclusionTex.xy);
|
|
|
|
fixed3 nWNormal = Unity_SafeNormalize(IN.worldNormal*fixed3(_NX, _NY, _NZ));
|
|
//fixed3 nWNormal = IN.worldNormal;
|
|
fixed3 projnormal = saturate(pow(nWNormal*1.5, 4));
|
|
|
|
//fixed4 splatMap = tex2D(_SplatMap, IN.worldPos.xz / scale);
|
|
//fixed splat = splatMap.r;
|
|
|
|
// Sides
|
|
half4 result = lerp(cz, cx, projnormal.x);
|
|
// Top
|
|
result = lerp(result, cy, round(projnormal.y * (0.5+ result.r)));
|
|
|
|
//half3 resultBump = lerp(n0, n1, projnormal.z);
|
|
//resultBump = lerp(resultBump, n2, projnormal.x);
|
|
//normal = lerp(normal, half3(0, 1, 0), projnormal.z);
|
|
//half3 normal = resultBump;
|
|
|
|
//o.Normal = normal;
|
|
|
|
o.Albedo = result.rgb * _Color.rgb * occlusion;
|
|
o.Alpha = result.a * _Color.a;
|
|
|
|
o.Occlusion = occlusion;
|
|
|
|
//o.Normal = normal;
|
|
}
|
|
ENDCG
|
|
}
|
|
Fallback "VertexLit"
|
|
} |