TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

192 lines
9.8 KiB
Plaintext

// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "SyntyStudios/Triplanar"
{
Properties
{
_Texture("Texture", 2D) = "white" {}
_Overlay("Overlay", 2D) = "white" {}
_DirtAmount("DirtAmount", Range( 0.5 , 1.2)) = 1
_FallOff("FallOff", Float) = 0
_Tiling("Tiling", Float) = 0
_Normal("Normal", 2D) = "bump" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[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
{
float2 uv_texcoord;
float3 worldPos;
float3 worldNormal;
INTERNAL_DATA
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform sampler2D _Texture;
uniform float4 _Texture_ST;
uniform sampler2D _Overlay;
uniform float _Tiling;
uniform float _FallOff;
uniform float _DirtAmount;
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, 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 );
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( ASE_TEXTURE_PARAMS( midTexMap ), tiling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( ASE_TEXTURE_PARAMS( topTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( ASE_TEXTURE_PARAMS( botTexMap ), tiling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( ASE_TEXTURE_PARAMS( midTexMap ), tiling * 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 )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) );
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;
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=16900
2569;29;2537;1403;1496.409;819.2249;1.07;True;False
Node;AmplifyShaderEditor.RangedFloatNode;3;-489.21,-60.51;Float;False;Property;_Tiling;Tiling;4;0;Create;True;0;0;False;0;0;0.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;4;-485,63;Float;False;Property;_FallOff;FallOff;3;0;Create;True;0;0;False;0;0;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TexturePropertyNode;2;-514,-296;Float;True;Property;_Overlay;Overlay;1;0;Create;True;0;0;False;0;None;78ca77e891b851e42bb0307eec17e241;False;white;Auto;Texture2D;0;1;SAMPLER2D;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;10;0;SAMPLER2D;;False;5;FLOAT;1;False;1;SAMPLER2D;;False;6;FLOAT;0;False;2;SAMPLER2D;;False;7;FLOAT;0;False;9;FLOAT3;0,0,0;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.RangedFloatNode;15;-82.40384,-41.86995;Float;False;Property;_DirtAmount;DirtAmount;2;0;Create;True;0;0;False;0;1;0.5;0.5;1.2;0;1;FLOAT;0
Node;AmplifyShaderEditor.ClampOpNode;17;283.535,-264.4308;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.SamplerNode;7;-535.8401,-519.7598;Float;True;Property;_Texture;Texture;0;0;Create;True;0;0;False;0;84508b93f15f2b64386ec07486afc7a3;f467cf2c4c0f7e24c98893124117b833;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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.SamplerNode;19;135.3408,98.83499;Float;True;Property;_Normal;Normal;5;0;Create;True;0;0;False;0;84508b93f15f2b64386ec07486afc7a3;b27772baa47581f45b3ee062e679d8d4;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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;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;False;0.1;False;-1;0;False;-1;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
WireConnection;17;1;15;0
WireConnection;8;0;7;0
WireConnection;8;1;17;0
WireConnection;0;0;8;0
WireConnection;0;1;19;0
ASEEND*/
//CHKSM=4A5D606F8EAA8811FDBBBCFE348293A61F9F8122