53 lines
1.6 KiB
Plaintext
53 lines
1.6 KiB
Plaintext
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Shader "TOZ/Object/TriProj/World/DiffuseBumped" {
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Properties {
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_Color("Main Color", Color) = (1, 1, 1, 1)
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_MainTex("Base (RGB)", 2D) = "white" {}
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_BumpMap("Normalmap", 2D) = "bump" {}
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_Blend("Blending", Range (0.01, 0.4)) = 0.2
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}
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SubShader {
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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LOD 300
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert
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fixed4 _Color;
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sampler2D _MainTex, _BumpMap;
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float4 _MainTex_ST, _BumpMap_ST;
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fixed _Blend;
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struct Input {
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float3 weight : TEXCOORD0;
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float3 worldPos;
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};
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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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fixed3 n = max(abs(v.normal) - _Blend, 0);
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o.weight = n / (n.x + n.y + n.z).xxx;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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//Unity 5 texture interpolators already fill in limits, and no room for packing
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//So we do the uvs per pixel :(
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float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
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fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
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fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
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fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
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fixed4 col = (cz + cy + cx) * _Color;
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o.Albedo = col.rgb;
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fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx)) * IN.weight.xxx;
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fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy)) * IN.weight.yyy;
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fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz)) * IN.weight.zzz;
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o.Normal = bz + by + bx;
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o.Alpha = col.a;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Bumped Diffuse"
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}
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