cvr-props/Assets/test/3p_map.shader
2023-06-10 18:52:02 +02:00

67 lines
1.9 KiB
Text

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"
}