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@andybak
Forked from radiatoryang/TriplanarWorld.shader
Created June 20, 2018 20:09
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a triplanar / procedural UV / world space UV shader for Unity, cobbled together bits from @quickfingerz and @Farfarer
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"
}
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