114 lines
5.2 KiB
Plaintext
114 lines
5.2 KiB
Plaintext
![]() |
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "Flooded_Grounds/Triplanar_BumpSpec"
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{
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Properties
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{
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_TexScale ("Tex Scale", Range (0.1, 10.0))= 1.0
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_BlendPlateau ("BlendPlateau", Range (0.0, 1.0)) = 0.2
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_MainTex ("Base 1 (RGB) Gloss(A)", 2D) = "white" {}
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_BumpMap1 ("NormalMap 1 (_Y_X)", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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}
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Category
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{
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SubShader
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{
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ZWrite On
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Tags {"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque"}
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LOD 400
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Lambert vertex:vertLocal alphatest:_Cutoff
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sampler2D _MainTex, _BumpMap1;
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half _TexScale, _BlendPlateau;
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struct Input
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{
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float3 thisPos;
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float3 thisNormal;
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half4 color : COLOR;
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};
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// Vertex program is determined in pragma above
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void vertWorld (inout appdata_full v, out Input o)
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{
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o.thisNormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz;
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o.thisPos = mul(unity_ObjectToWorld, v.vertex);
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}
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void vertLocal (inout appdata_full v, out Input o)
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{
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o.thisNormal = v.normal;
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o.thisPos = v.vertex;// * _TexScale;
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o.color = v.color;
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}
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void surf (Input IN, inout SurfaceOutput o)
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{
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// Determine the blend weights for the 3 planar projections.
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half3 blend_weights = abs( IN.thisNormal.xyz ); // Tighten up the blending zone:
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blend_weights = (blend_weights - _BlendPlateau); // (blend_weights - 0.2) * 7; * 7 has no effect.
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blend_weights = max(blend_weights, 0); // Force weights to sum to 1.0 (very important!)
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blend_weights /= (blend_weights.x + blend_weights.y + blend_weights.z ).xxx;
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// Now determine a color value and bump vector for each of the 3
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// projections, blend them, and store blended results in these two vectors:
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half4 blended_color; // .w hold spec value Not true in this shader
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half3 blended_bumpvec;
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// Compute the UV coords for each of the 3 planar projections.
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// tex_scale (default ~ 1.0) determines how big the textures appear.
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half2 coord1 = IN.thisPos.yz * _TexScale;
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half2 coord2 = IN.thisPos.zx * _TexScale;
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half2 coord3 = IN.thisPos.xy * _TexScale;
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// Sample color maps for each projection, at those UV coords.
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half4 col1 = tex2D(_MainTex, coord1);
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half4 col2 = tex2D(_MainTex, coord2);
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half4 col3 = tex2D(_MainTex, coord3);
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// Sample bump maps too, and generate bump vectors. (Note: this uses an oversimplified tangent basis.)
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// Using Unity packed normals (_Y_X), but we don't unpack since we don't need z.
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// TO use Standard niormal maps change wy to xy
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half2 bumpVec1 = tex2D(_BumpMap1, coord1).wy * 2 - 1;
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half2 bumpVec2 = tex2D(_BumpMap1, coord2).wy * 2 - 1;
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half2 bumpVec3 = tex2D(_BumpMap1, coord3).wy * 2 - 1;
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half3 bump1 = half3(0, bumpVec1.x, bumpVec1.y);
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half3 bump2 = half3(bumpVec2.y, 0, bumpVec2.x);
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half3 bump3 = half3(bumpVec3.x, bumpVec3.y, 0);
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// Finally, blend the results of the 3 planar projections.
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blended_color = col1.xyzw * blend_weights.xxxx +
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col2.xyzw * blend_weights.yyyy +
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col3.xyzw * blend_weights.zzzz;
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blended_bumpvec = bump1.xyz * blend_weights.xxx +
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bump2.xyz * blend_weights.yyy +
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bump3.xyz * blend_weights.zzz;
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half4 c = blended_color.rgba;
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o.Albedo = c.rgb * IN.color.rgb;
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o.Alpha = c.a;
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// o.Emission = c * 0.05;
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// o.Smoothness = c.r;
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//o.Metallic = 0;
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o.Normal = normalize( half3(0,0,1) + blended_bumpvec.xyz);
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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