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/************************************************************************************
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Copyright : Copyright 2017 Oculus VR, LLC. All Rights reserved.
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Licensed under the Oculus VR Rift SDK License Version 3.4.1 (the "License");
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you may not use the Oculus VR Rift SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus VR SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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Shader "Custom/TriPlanarWorld" {
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Properties {
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_Color("Color", Color) = (1,1,1,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows vertex:vert
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _MainTex;
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struct Input {
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float2 uv_MainTex;
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float3 worldPos;
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float3 worldNormal;
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float4 vertColor : COLOR;
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};
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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o.vertColor = v.color;
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o.vertColor = float4(1, 0, 1, 1);
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}
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void surf (Input IN, inout SurfaceOutputStandard o) {
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float3 absNormal = abs(IN.worldNormal);
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// exponentially scale the absNormal so that it strongly biases to a single cardinal axis.
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absNormal = normalize(pow(absNormal, 5));
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fixed4 x = tex2D(_MainTex, IN.worldPos.yz);
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fixed4 y = tex2D(_MainTex, IN.worldPos.xz);
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fixed4 z = tex2D(_MainTex, IN.worldPos.xy);
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fixed4 c = x * absNormal.x + y * absNormal.y + z * absNormal.z;
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c *= _Color * IN.vertColor;
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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//o.Albedo = abs(IN.worldNormal);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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