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4.2 KiB

Shader "Hidden/TriplanarNode"
{
Properties
{
_A ("_TopTex", 2D) = "white" {}
_B ("_MidTex", 2D) = "white" {}
_C ("_BotTex", 2D) = "white" {}
_D ("_Tilling", 2D) = "white" {}
_E ("_Falloff", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityStandardUtils.cginc"
sampler2D _A;
sampler2D _B;
sampler2D _C;
sampler2D _D;
sampler2D _E;
float _IsNormal;
float _IsSpherical;
inline float3 TriplanarSamplingCNF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= projNormal.x + projNormal.y + projNormal.z;
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( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
yNormN.xyz = half3( UnpackNormal( yNormN ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
}
inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
{
float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
projNormal /= projNormal.x + projNormal.y + projNormal.z;
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( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
}
float4 frag( v2f_img i ) : SV_Target
{
float2 xy = 2 * i.uv - 1;
float z = -sqrt(1-saturate(dot(xy,xy)));
float3 vertexPos = float3(xy, z);
float3 normal = normalize(vertexPos);
float3 worldNormal = UnityObjectToWorldNormal(normal);
float3 worldPos = mul(unity_ObjectToWorld, vertexPos).xyz;
float falloff = tex2D( _E, xy ).r;
float tilling = tex2D( _D, xy ).r * 0.625;
float4 triplanar = 1;
if ( _IsNormal == 1 ) {
float3 tangent = normalize(float3( -z, xy.y*0.01, xy.x ));
float3 worldTangent = UnityObjectToWorldDir(tangent);
float tangentSign = -1;
float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
float3x3 worldToTangent = float3x3( worldTangent, worldBinormal, worldNormal );
if ( _IsSpherical == 1 )
triplanar.xyz = TriplanarSamplingCNF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
else
triplanar.xyz = TriplanarSamplingCNF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
triplanar.xyz = mul( worldToTangent, triplanar.xyz );
}
else
{
if ( _IsSpherical == 1 )
triplanar = TriplanarSamplingCF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
else
triplanar = TriplanarSamplingCF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
}
return triplanar;
}
ENDCG
}
}
}