-
-
Save andybak/1e677e793f6061165d1291336d0ec132 to your computer and use it in GitHub Desktop.
a triplanar / procedural UV / world space UV shader for Unity, cobbled together bits from @quickfingerz and @Farfarer
This file contains 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 characters
Shader "Tri-Planar World" { | |
Properties { | |
_Side("Side", 2D) = "white" {} | |
_Top("Top", 2D) = "white" {} | |
_Bottom("Bottom", 2D) = "white" {} | |
_SideScale("Side Scale", Float) = 2 | |
_TopScale("Top Scale", Float) = 2 | |
_BottomScale ("Bottom Scale", Float) = 2 | |
} | |
SubShader { | |
Tags { | |
"Queue"="Geometry" | |
"IgnoreProjector"="False" | |
"RenderType"="Opaque" | |
} | |
Cull Back | |
ZWrite On | |
CGPROGRAM | |
#pragma surface surf Lambert | |
#pragma exclude_renderers flash | |
sampler2D _Side, _Top, _Bottom; | |
float _SideScale, _TopScale, _BottomScale; | |
struct Input { | |
float3 worldPos; | |
float3 worldNormal; | |
}; | |
void surf (Input IN, inout SurfaceOutput o) { | |
float3 projNormal = saturate(pow(IN.worldNormal * 1.4, 4)); | |
// SIDE X | |
float3 x = tex2D(_Side, frac(IN.worldPos.zy * _SideScale)) * abs(IN.worldNormal.x); | |
// TOP / BOTTOM | |
float3 y = 0; | |
if (IN.worldNormal.y > 0) { | |
y = tex2D(_Top, frac(IN.worldPos.zx * _TopScale)) * abs(IN.worldNormal.y); | |
} else { | |
y = tex2D(_Bottom, frac(IN.worldPos.zx * _BottomScale)) * abs(IN.worldNormal.y); | |
} | |
// SIDE Z | |
float3 z = tex2D(_Side, frac(IN.worldPos.xy * _SideScale)) * abs(IN.worldNormal.z); | |
o.Albedo = z; | |
o.Albedo = lerp(o.Albedo, x, projNormal.x); | |
o.Albedo = lerp(o.Albedo, y, projNormal.y); | |
} | |
ENDCG | |
} | |
Fallback "Diffuse" | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment