Added some standard assets
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5a7062092f
commit
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Shader "Starter Assets/Triplanar" {
|
||||
Properties{
|
||||
_MainTex("Albedo (RGB)", 2D) = "white" {}
|
||||
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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_Glossiness("Smoothness", Range(0, 1)) = 0.5
|
||||
[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
|
||||
[NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {}
|
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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}
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SubShader{
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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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||||
#include "UnityStandardUtils.cginc"
|
||||
|
||||
// flip UVs horizontally to correct for back side projection
|
||||
#define TRIPLANAR_CORRECT_PROJECTED_U
|
||||
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// 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)
|
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half3 blend_rnm(half3 n1, half3 n2)
|
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{
|
||||
n1.z += 1;
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n2.xy = -n2.xy;
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return n1 * dot(n1, n2) / n1.z - n2;
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}
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _BumpMap;
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sampler2D _OcclusionMap;
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half _Glossiness;
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half _Metallic;
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half _OcclusionStrength;
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struct Input {
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float3 worldPos;
|
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float3 worldNormal;
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INTERNAL_DATA
|
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};
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float3 WorldToTangentNormalVector(Input IN, float3 normal) {
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float3 t2w0 = WorldNormalVector(IN, float3(1,0,0));
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float3 t2w1 = WorldNormalVector(IN, float3(0,1,0));
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float3 t2w2 = WorldNormalVector(IN, float3(0,0,1));
|
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float3x3 t2w = float3x3(t2w0, t2w1, t2w2);
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return normalize(mul(t2w, normal));
|
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}
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void surf(Input IN, inout SurfaceOutputStandard o) {
|
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// work around bug where IN.worldNormal is always (0,0,0)!
|
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IN.worldNormal = WorldNormalVector(IN, float3(0,0,1));
|
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|
||||
// calculate triplanar blend
|
||||
half3 triblend = saturate(pow(IN.worldNormal, 4));
|
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triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
|
||||
|
||||
// calculate triplanar uvs
|
||||
// applying texture scale and offset values ala TRANSFORM_TEX macro
|
||||
float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy;
|
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float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||
float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy;
|
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|
||||
// offset UVs to prevent obvious mirroring
|
||||
#if defined(TRIPLANAR_UV_OFFSET)
|
||||
uvY += 0.33;
|
||||
uvZ += 0.67;
|
||||
#endif
|
||||
|
||||
// minor optimization of sign(). prevents return value of 0
|
||||
half3 axisSign = IN.worldNormal < 0 ? -1 : 1;
|
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|
||||
// flip UVs horizontally to correct for back side projection
|
||||
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
|
||||
uvX.x *= axisSign.x;
|
||||
uvY.x *= axisSign.y;
|
||||
uvZ.x *= -axisSign.z;
|
||||
#endif
|
||||
|
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// albedo textures
|
||||
fixed4 colX = tex2D(_MainTex, uvX);
|
||||
fixed4 colY = tex2D(_MainTex, uvY);
|
||||
fixed4 colZ = tex2D(_MainTex, uvZ);
|
||||
fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
|
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|
||||
// occlusion textures
|
||||
half occX = tex2D(_OcclusionMap, uvX).g;
|
||||
half occY = tex2D(_OcclusionMap, uvY).g;
|
||||
half occZ = tex2D(_OcclusionMap, uvZ).g;
|
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half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength);
|
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|
||||
// tangent space normal maps
|
||||
half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX));
|
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half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY));
|
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half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ));
|
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|
||||
// 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);
|
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|
||||
// swizzle world normals to match tangent space and apply reoriented normal mapping blend
|
||||
tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX);
|
||||
tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY);
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tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ);
|
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|
||||
// apply world space sign to tangent space Z
|
||||
tnormalX.z *= axisSign.x;
|
||||
tnormalY.z *= axisSign.y;
|
||||
tnormalZ.z *= axisSign.z;
|
||||
|
||||
// sizzle tangent normals to match world normal and blend together
|
||||
half3 worldNormal = normalize(
|
||||
tnormalX.zyx * triblend.x +
|
||||
tnormalY.xzy * triblend.y +
|
||||
tnormalZ.xyz * triblend.z
|
||||
);
|
||||
|
||||
// set surface ouput properties
|
||||
o.Albedo = col.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Occlusion = occ;
|
||||
|
||||
// convert world space normals into tangent normals
|
||||
o.Normal = WorldToTangentNormalVector(IN, worldNormal);
|
||||
}
|
||||
ENDCG
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}
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FallBack "Diffuse"
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Loading…
Reference in New Issue