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- // Made with Amplify Shader Editor
- // Available at the Unity Asset Store - http://u3d.as/y3X
- Shader "SyntyStudios/Triplanar"
- {
- Properties
- {
- _Overlay("Overlay", 2D) = "white" {}
- _FallOff("FallOff", Float) = 0
- _Tiling("Tiling", Float) = 0
- _Emission("Emission", 2D) = "white" {}
- _Texture("Texture", 2D) = "white" {}
- _EmissionColor("EmissionColor", Color) = (0,0,0,0)
- _DirtAmount("DirtAmount", Range( 0.5 , 1.2)) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
- Cull Back
- CGINCLUDE
- #include "UnityPBSLighting.cginc"
- #include "Lighting.cginc"
- #pragma target 3.0
- #ifdef UNITY_PASS_SHADOWCASTER
- #undef INTERNAL_DATA
- #undef WorldReflectionVector
- #undef WorldNormalVector
- #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
- #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
- #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
- #endif
- struct Input
- {
- float2 uv_texcoord;
- float3 worldPos;
- float3 worldNormal;
- INTERNAL_DATA
- };
- uniform sampler2D _Texture;
- uniform float4 _Texture_ST;
- uniform sampler2D _Overlay;
- uniform float _Tiling;
- uniform float _FallOff;
- uniform float _DirtAmount;
- uniform sampler2D _Emission;
- uniform float4 _Emission_ST;
- uniform float4 _EmissionColor;
- inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling, float3 normalScale, float3 index )
- {
- float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
- projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
- float3 nsign = sign( worldNormal );
- float negProjNormalY = max( 0, projNormal.y * -nsign.y );
- projNormal.y = max( 0, projNormal.y * nsign.y );
- half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
- xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
- yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
- return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
- }
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- o.Normal = float3(0,0,1);
- float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw;
- float3 ase_worldPos = i.worldPos;
- float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
- float4 triplanar1 = TriplanarSamplingCF( _Overlay, _Overlay, _Overlay, ase_worldPos, ase_worldNormal, _FallOff, _Tiling, float3( 1,1,1 ), float3(0,0,0) );
- float4 temp_cast_0 = (_DirtAmount).xxxx;
- float4 clampResult17 = clamp( triplanar1 , temp_cast_0 , float4( 1,1,1,0 ) );
- o.Albedo = ( tex2D( _Texture, uv_Texture ) * clampResult17 ).rgb;
- float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
- o.Emission = ( tex2D( _Emission, uv_Emission ) * _EmissionColor ).rgb;
- o.Alpha = 1;
- }
- ENDCG
- CGPROGRAM
- #pragma surface surf Standard keepalpha fullforwardshadows
- ENDCG
- Pass
- {
- Name "ShadowCaster"
- Tags{ "LightMode" = "ShadowCaster" }
- ZWrite On
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_shadowcaster
- #pragma multi_compile UNITY_PASS_SHADOWCASTER
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #include "HLSLSupport.cginc"
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float2 customPack1 : TEXCOORD1;
- float4 tSpace0 : TEXCOORD2;
- float4 tSpace1 : TEXCOORD3;
- float4 tSpace2 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- v2f vert( appdata_full v )
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID( v );
- UNITY_INITIALIZE_OUTPUT( v2f, o );
- UNITY_TRANSFER_INSTANCE_ID( v, o );
- Input customInputData;
- float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
- half3 worldNormal = UnityObjectToWorldNormal( v.normal );
- half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
- half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
- o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
- o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
- o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
- o.customPack1.xy = customInputData.uv_texcoord;
- o.customPack1.xy = v.texcoord;
- TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
- return o;
- }
- half4 frag( v2f IN
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( IN );
- Input surfIN;
- UNITY_INITIALIZE_OUTPUT( Input, surfIN );
- surfIN.uv_texcoord = IN.customPack1.xy;
- float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
- half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
- surfIN.worldPos = worldPos;
- surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
- surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
- surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
- surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
- SurfaceOutputStandard o;
- UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
- surf( surfIN, o );
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
- SHADOW_CASTER_FRAGMENT( IN )
- }
- ENDCG
- }
- }
- Fallback "Diffuse"
- CustomEditor "ASEMaterialInspector"
- }
- /*ASEBEGIN
- Version=16200
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- Node;AmplifyShaderEditor.TexturePropertyNode;2;-514,-296;Float;True;Property;_Overlay;Overlay;0;0;Create;True;0;0;False;0;None;9e88b336bd16b1e4b99de75f486126c1;False;white;Auto;Texture2D;0;1;SAMPLER2D;0
- Node;AmplifyShaderEditor.RangedFloatNode;4;-485,63;Float;False;Property;_FallOff;FallOff;1;0;Create;True;0;0;False;0;0;5.01;0;0;0;1;FLOAT;0
- Node;AmplifyShaderEditor.RangedFloatNode;15;-156.2343,6.280043;Float;False;Property;_DirtAmount;DirtAmount;6;0;Create;True;0;0;False;0;1;0;0.5;1.2;0;1;FLOAT;0
- Node;AmplifyShaderEditor.TriplanarNode;1;-163.14,-299.8202;Float;True;Cylindrical;World;False;Top Texture 0;_TopTexture0;white;1;None;Mid Texture 0;_MidTexture0;white;-1;None;Bot Texture 0;_BotTexture0;white;0;None;Triplanar Sampler;False;9;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;8;FLOAT3;1,1,1;False;3;FLOAT;1;False;4;FLOAT;1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
- Node;AmplifyShaderEditor.ColorNode;11;68.00011,303;Float;False;Property;_EmissionColor;EmissionColor;5;0;Create;True;0;0;False;0;0,0,0,0;0.1878804,0.6724138,0.6296608,1;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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- Node;AmplifyShaderEditor.ClampOpNode;17;322.0553,-304.0211;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;1,1,1,0;False;1;FLOAT4;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;636.5526,-465.2808;Float;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;237.0001,114;Float;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
- Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;716.0014,-25.1995;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;SyntyStudios/Triplanar;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;0;0;False;-1;0;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
- WireConnection;1;0;2;0
- WireConnection;1;1;2;0
- WireConnection;1;2;2;0
- WireConnection;1;3;3;0
- WireConnection;1;4;4;0
- WireConnection;17;0;1;0
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- WireConnection;10;0;9;0
- WireConnection;10;1;11;0
- WireConnection;0;0;8;0
- WireConnection;0;2;10;0
- ASEEND*/
- //CHKSM=EB6B4A204CCF3BCDCFAB8D6684B8C64D4663B314
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