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TRIPLANAR_CORRECT_PROJECTED_U + + // offset UVs to prevent obvious mirroring + // #define TRIPLANAR_UV_OFFSET + + // Reoriented Normal Mapping + // Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges) + half3 blend_rnm(half3 n1, half3 n2) + { + n1.z += 1; + n2.xy = -n2.xy; + + return n1 * dot(n1, n2) / n1.z - n2; + } + + sampler2D _MainTex; + float4 _MainTex_ST; + + sampler2D _BumpMap; + sampler2D _OcclusionMap; + + half _Glossiness; + half _Metallic; + + half _OcclusionStrength; + + struct Input { + float3 worldPos; + float3 worldNormal; + INTERNAL_DATA + }; + + float3 WorldToTangentNormalVector(Input IN, float3 normal) { + float3 t2w0 = WorldNormalVector(IN, float3(1,0,0)); + float3 t2w1 = WorldNormalVector(IN, float3(0,1,0)); + float3 t2w2 = WorldNormalVector(IN, float3(0,0,1)); + float3x3 t2w = float3x3(t2w0, t2w1, t2w2); + return normalize(mul(t2w, normal)); + } + + void surf(Input IN, inout SurfaceOutputStandard o) { + // work around bug where 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tex2D(_MainTex, uvX); + fixed4 colY = tex2D(_MainTex, uvY); + fixed4 colZ = tex2D(_MainTex, uvZ); + fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z; + + // occlusion textures + half occX = tex2D(_OcclusionMap, uvX).g; + half occY = tex2D(_OcclusionMap, uvY).g; + half occZ = tex2D(_OcclusionMap, uvZ).g; + half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength); + + // tangent space normal maps + half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX)); + half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY)); + half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ)); + + // flip normal maps' x axis to account for flipped UVs + #if defined(TRIPLANAR_CORRECT_PROJECTED_U) + tnormalX.x *= axisSign.x; + tnormalY.x *= axisSign.y; + tnormalZ.x *= -axisSign.z; + #endif + + half3 absVertNormal = abs(IN.worldNormal); + + // swizzle world normals to match tangent space and apply reoriented normal mapping blend + tnormalX = 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