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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" +} diff --git a/Assets/test/triplanar_separate.shader.meta b/Assets/test/triplanar_separate.shader.meta new file mode 100644 index 0000000..f61ba7a --- /dev/null +++ b/Assets/test/triplanar_separate.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7713497a8c8d8baf3b3b85074e02640b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: