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

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Shader "TOZ/Object/TriProj/World/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 :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.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 = (IN.worldPos.yz - _DetailTex_ST.zw) * _DetailTex_ST.xy;
uvy = (IN.worldPos.xz - _DetailTex_ST.zw) * _DetailTex_ST.xy;
uvz = (IN.worldPos.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"
}