cvr-props/Assets/test/triplanar_separate.shader

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1.7 KiB
Text

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"
}