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@DashW
Created October 19, 2016 14:31
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  1. DashW revised this gist Oct 19, 2016. No changes.
  2. DashW created this gist Oct 19, 2016.
    117 changes: 117 additions & 0 deletions TriplanarNormal.shader
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,117 @@
    Shader "Tri-Planar World Normal" {
    Properties{
    _Color("Main Color", Color) = (1,1,1,1)
    _Side("Side", 2D) = "gray" {}
    _Top("Top", 2D) = "gray" {}
    _Bottom("Bottom", 2D) = "gray" {}
    _SideScale("Side Scale", Float) = 2
    _TopScale("Top Scale", Float) = 2
    _BottomScale("Bottom Scale", Float) = 2
    _BumpMapSide("Side Normal Map", 2D) = "bump" {}
    _BumpMapTop("Top Normal Map", 2D) = "bump" {}
    _BumpMapBottom("Bottom Normal Map", 2D) = "bump" {}
    _BumpScale("Normal Scale", Range(0,1)) = 1.0
    _Glossiness("Smoothness", Range(0,1)) = 0.5
    _Metallic("Metallic", Range(0,1)) = 0.0
    }

    SubShader{
    Tags{
    "Queue" = "Geometry"
    "IgnoreProjector" = "False"
    "RenderType" = "Opaque"
    }


    Cull Back
    ZWrite On

    CGPROGRAM
    #pragma surface surf Standard fullforwardshadows
    #pragma exclude_renderers flash

    struct Input {
    float3 worldPos;
    float3 worldNormal;

    float2 uv_Side;
    float2 uv_BumpMapSide;

    INTERNAL_DATA

    };

    sampler2D _Side, _Top, _Bottom;
    sampler2D _BumpMapSide, _BumpMapTop, _BumpMapBottom;

    float _SideScale, _TopScale, _BottomScale;
    half _Glossiness;
    half _Metallic;
    half _BumpScale;
    fixed4 _Color;

    sampler2D _NormalMap;

    void surf(Input IN, inout SurfaceOutputStandard o) {
    o.Normal = float3(0, 0, 1);
    float3 n = WorldNormalVector(IN, o.Normal);
    float3 projNormal = saturate(pow(n * 1.4, 4));
    float2 invertY = float2(1, -1);

    //Adjustments//
    fixed3 dY;
    fixed3 dZ;
    fixed3 dX;
    fixed4 cZ;
    fixed4 cX;
    fixed4 cY;


    // SIDE X
    float3 x = tex2D(_Side, frac(IN.worldPos.zy * _SideScale)) * abs(n.x);
    //NORMAL//
    dX = UnpackNormal(tex2D(_BumpMapSide, frac(IN.worldPos.zy * _SideScale)) * abs(n.x));

    // TOP / BOTTOM
    float3 y = 0;
    if (n.y > 0) {
    y = tex2D(_Top, frac(IN.worldPos.zx * _TopScale)) * abs(n.y);
    //NORMAL//
    dY = UnpackNormal(tex2D(_BumpMapTop, frac(IN.worldPos.zx * _TopScale)) * abs(n.y));
    }
    else {
    y = tex2D(_Bottom, frac(IN.worldPos.zx * _BottomScale)) * abs(n.y);
    //NORMAL//
    dY = UnpackNormal(tex2D(_BumpMapBottom, frac(IN.worldPos.zx * _BottomScale)) * abs(n.y));
    }

    // SIDE Z
    float3 z = tex2D(_Side, frac(IN.worldPos.xy * _SideScale)) * abs(n.z);
    //NORMAL//
    dZ = UnpackNormal(tex2D(_BumpMapSide, frac(IN.worldPos.xy * _SideScale)) * abs(n.z));


    // Add Normal//
    half3 tempBump = dZ;
    tempBump = lerp(tempBump, dX, projNormal.x);
    tempBump = lerp(tempBump, dY, projNormal.y);
    half3 resultBump = normalize(tempBump);

    //Add Color//
    cZ.rgb = z * _Color.rgb;
    cX.rgb = x * _Color.rgb;
    cY.rgb = y * _Color.rgb;

    o.Albedo = cZ.rgb;
    o.Albedo = lerp(o.Albedo, cX.rgb, projNormal.x);
    o.Albedo = lerp(o.Albedo, cY.rgb, projNormal.y);

    o.Normal = lerp(o.Normal, resultBump, _BumpScale);

    o.Metallic = _Metallic;
    o.Smoothness = _Glossiness;
    }
    ENDCG
    }
    Fallback "Diffuse"
    }