67 lines
1.9 KiB
Text
67 lines
1.9 KiB
Text
Shader "Custom/3p_map"
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{
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Properties
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{
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_Color ("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input
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{
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// float2 uv_MainTex;
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float3 worldPos;
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float3 worldNormal;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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// Albedo comes from a texture tinted by color
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// fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
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// float3 amounts = IN.worldNormal / (IN.worldNormal.x+IN.worldNormal.y+IN.worldNormal.z);
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float3 amounts = float3(
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dot(IN.worldNormal, float3(1,0,0)),
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dot(IN.worldNormal, float3(0,1,0)),
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dot(IN.worldNormal, float3(0,0,1)));
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amounts = abs(amounts);
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float3 uv = frac(IN.worldPos);
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fixed3 c = _Color
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*(
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tex2D (_MainTex, uv.xy) /*float3(0,0,1)*/ * amounts.z
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+ tex2D (_MainTex, uv.xz) /*float3(0,1,0)*/ * amounts.y
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+ tex2D (_MainTex, uv.yz) /*float3(1,0,0)*/ * amounts.x);
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o.Albedo = c.rgb;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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// o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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