ToriaAssets/Sources/Shaders/Standard.shader
2026-05-19 15:33:18 +02:00

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// 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"
}