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" }