add triplanar mapping minecraft log
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9 changed files with 526 additions and 0 deletions
89
Assets/test/Log.mat
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89
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pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
64
Assets/test/triplanar_separate.shader
Normal file
64
Assets/test/triplanar_separate.shader
Normal file
|
@ -0,0 +1,64 @@
|
|||
Shader "CrispyPin/Triplanar"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color", Color) = (1,1,1,1)
|
||||
_TexX ("X texture", 2D) = "white" {}
|
||||
_TexY ("Y texture", 2D) = "white" {}
|
||||
_TexZ ("Z texture", 2D) = "white" {}
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
Cull off
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _TexX;
|
||||
sampler2D _TexY;
|
||||
sampler2D _TexZ;
|
||||
|
||||
struct Input
|
||||
{
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
|
||||
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
|
||||
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
|
||||
// #pragma instancing_options assumeuniformscaling
|
||||
UNITY_INSTANCING_BUFFER_START(Props)
|
||||
// put more per-instance properties here
|
||||
UNITY_INSTANCING_BUFFER_END(Props)
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
// Albedo comes from a texture tinted by color
|
||||
// fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
// float3 amounts = IN.worldNormal / (IN.worldNormal.x+IN.worldNormal.y+IN.worldNormal.z);
|
||||
float3 amounts = float3(
|
||||
dot(IN.worldNormal, float3(1,0,0)),
|
||||
dot(IN.worldNormal, float3(0,1,0)),
|
||||
dot(IN.worldNormal, float3(0,0,1)));
|
||||
amounts = abs(amounts);
|
||||
float3 uv = IN.worldPos;
|
||||
fixed3 c = _Color
|
||||
*(
|
||||
tex2D (_TexZ, uv.xy) * amounts.z
|
||||
+ tex2D (_TexY, uv.xz) * amounts.y
|
||||
+ tex2D (_TexX, uv.zy) * amounts.x);
|
||||
o.Albedo = c.rgb;
|
||||
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
9
Assets/test/triplanar_separate.shader.meta
Normal file
9
Assets/test/triplanar_separate.shader.meta
Normal file
|
@ -0,0 +1,9 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7713497a8c8d8baf3b3b85074e02640b
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue