// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "TOZ/Object/TriProj/Local/DiffuseParallax" { 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" {} _Blend("Blending", Range (0.01, 0.4)) = 0.2 } CGINCLUDE fixed4 _Color; sampler2D _MainTex, _BumpMap, _ParallaxMap; float4 _MainTex_ST; float _Parallax; 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) * _Color; o.Albedo = col.rgb; 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; } ENDCG SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 600 CGPROGRAM #pragma surface surf Lambert vertex:vert #pragma target 3.0 ENDCG } FallBack "Legacy Shaders/Parallax Diffuse" }