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October 19, 2016 14:31
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal 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" }