Shader "Custom/3p_map" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType"="Opaque" } 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 _MainTex; struct Input { // float2 uv_MainTex; float3 worldPos; float3 worldNormal; }; half _Glossiness; half _Metallic; 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 = frac(IN.worldPos); fixed3 c = _Color *( tex2D (_MainTex, uv.xy) /*float3(0,0,1)*/ * amounts.z + tex2D (_MainTex, uv.xz) /*float3(0,1,0)*/ * amounts.y + tex2D (_MainTex, uv.yz) /*float3(1,0,0)*/ * amounts.x); o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; // o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }