Triplanar.shader 7.92 KB
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Knife/Triplanar"
{
	Properties
	{
		_MainTex("MainTex", 2D) = "white" {}
		_Falloff("Falloff", Float) = 1
		_Tiling("Tiling", Float) = 1
		_Color("Color", Color) = (0,0,0,0)
		_Smoothness("Smoothness", Range( 0 , 1)) = 0
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
		Cull Back
		CGINCLUDE
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 3.0
		#define ASE_TEXTURE_PARAMS(textureName) textureName

		#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
		{
			float3 worldPos;
			float3 worldNormal;
			INTERNAL_DATA
		};

		uniform float4 _Color;
		uniform sampler2D _MainTex;
		uniform float _Tiling;
		uniform float _Falloff;
		uniform float _Smoothness;


		inline float4 TriplanarSamplingSF( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
		{
			float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
			projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
			float3 nsign = sign( worldNormal );
			half4 xNorm; half4 yNorm; half4 zNorm;
			xNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
			yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
			zNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
			return xNorm * projNormal.x + yNorm * projNormal.y + zNorm * projNormal.z;
		}


		void surf( Input i , inout SurfaceOutputStandard o )
		{
			o.Normal = float3(0,0,1);
			float2 appendResult4 = (float2(_Tiling , _Tiling));
			float3 ase_worldPos = i.worldPos;
			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
			float4 triplanar2 = TriplanarSamplingSF( _MainTex, ase_worldPos, ase_worldNormal, _Falloff, appendResult4, 1.0, 0 );
			o.Albedo = ( _Color * triplanar2 ).rgb;
			o.Smoothness = _Smoothness;
			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;
				float4 tSpace0 : TEXCOORD1;
				float4 tSpace1 : TEXCOORD2;
				float4 tSpace2 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			v2f vert( appdata_full v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				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 );
				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 );
				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"
}
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