ToriaAssets/Sources/Shaders/DiffuseParallaxSpec.shader

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2026-05-19 12:20:15 +02:00
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "TOZ/Object/TriProj/Local/DiffuseParallaxSpec" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Parallax("Height", Range (0.005, 0.08)) = 0.02
_ParallaxMap("Heightmap (A)", 2D) = "black" {}
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.01, 1)) = 0.078125
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
CGINCLUDE
fixed4 _Color;
sampler2D _MainTex, _BumpMap, _ParallaxMap;
float4 _MainTex_ST;
float _Parallax;
half _Shininess;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
float3 dirView;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
o.dirView = ObjSpaceViewDir(v.vertex);
}
float2 Parallax2(half h, half height, half3 viewDir) {
h = h * height - height/2.0;
float3 v = normalize(viewDir);
return h * v.xy;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float3 oPos = mul(unity_WorldToObject, fixed4(IN.worldPos, 1.0)).xyz;
half2 uvx = (oPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
half2 uvy = (oPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
half2 uvz = (oPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
half2 hz = Parallax2(tex2D(_ParallaxMap, uvx).w, _Parallax, IN.dirView.yzx) * IN.weight.x;
half2 hy = Parallax2(tex2D(_ParallaxMap, uvy).w, _Parallax, IN.dirView.xzy) * IN.weight.y;
half2 hx = Parallax2(tex2D(_ParallaxMap, uvz).w, _Parallax, IN.dirView.xyz) * IN.weight.z;
fixed2 h = hz + hy + hx;
fixed4 cz = tex2D(_MainTex, uvx + h) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy + h) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz + h) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx);
o.Albedo = col.rgb * _Color.rgb;
o.Gloss = col.a;
o.Specular = _Shininess;
fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx + h)) * IN.weight.xxx;
fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy + h)) * IN.weight.yyy;
fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz + h)) * IN.weight.zzz;
o.Normal = bz + by + bx;
o.Alpha = col.a * _Color.a;
}
ENDCG
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 600
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
ENDCG
}
FallBack "Legacy Shaders/Parallax Specular"
}