// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' Shader "TOZ/Object/TriProj/Local/DiffuseDetail" { Properties { _Color("Main Color", Color) = (1, 1, 1, 1) _MainTex("Base (RGB)", 2D) = "white" {} _DetailTex("Detail (RGB)", 2D) = "gray" {} _Blend("Blending", Range (0.01, 0.4)) = 0.2 } SubShader { Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } LOD 250 CGPROGRAM #pragma surface surf Lambert vertex:vert fixed4 _Color; sampler2D _MainTex, _DetailTex; float4 _MainTex_ST, _DetailTex_ST; fixed _Blend; 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 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; 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; uvx = (oPos.yz - _DetailTex_ST.zw) * _DetailTex_ST.xy; uvy = (oPos.xz - _DetailTex_ST.zw) * _DetailTex_ST.xy; uvz = (oPos.xy - _DetailTex_ST.zw) * _DetailTex_ST.xy; cz = tex2D(_DetailTex, uvx) * IN.weight.xxxx; cy = tex2D(_DetailTex, uvy) * IN.weight.yyyy; cx = tex2D(_DetailTex, uvz) * IN.weight.zzzz; fixed4 det = (cz + cy + cx); o.Albedo = col.rgb * det.rgb * unity_ColorSpaceDouble.r; o.Alpha = col.a; } ENDCG } FallBack "Legacy Shaders/Diffuse Detail" }