// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "TOZ/Object/TriProj/Local/Standard" { Properties { _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} _Blend("Blending", Range (0.01, 0.4)) = 0.2 _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 200 CGPROGRAM #pragma surface surf Standard vertex:vert fullforwardshadows #pragma target 3.0 fixed4 _Color; sampler2D _MainTex; float4 _MainTex_ST; fixed _Blend; half _Glossiness; half _Metallic; struct Input { float3 weight : TEXCOORD0; float3 worldPos; }; 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; } void surf(Input IN, inout SurfaceOutputStandard 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; fixed2 uvx = (oPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy; fixed2 uvy = (oPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy; fixed2 uvz = (oPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy; fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx; fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy; fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz; fixed4 col = (cz + cy + cx) * _Color; o.Albedo = col.rgb; o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = col.a; } ENDCG } FallBack "Legacy Shaders/Diffuse" }