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- Shader "Hidden/TriplanarNode"
- {
- Properties
- {
- _A ("_TopTex", 2D) = "white" {}
- _B ("_MidTex", 2D) = "white" {}
- _C ("_BotTex", 2D) = "white" {}
- _D ("_Tilling", 2D) = "white" {}
- _E ("_Falloff", 2D) = "white" {}
- }
- SubShader
- {
- Pass
- {
- CGPROGRAM
- #pragma vertex vert_img
- #pragma fragment frag
- #pragma target 3.0
- #include "UnityCG.cginc"
- #include "Preview.cginc"
- #include "UnityStandardUtils.cginc"
- sampler2D _A;
- sampler2D _B;
- sampler2D _C;
- sampler2D _D;
- sampler2D _E;
- float _IsNormal;
- float _IsTangent;
- float _IsSpherical;
- inline float3 TriplanarSamplingCNF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
- {
- float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
- projNormal /= projNormal.x + projNormal.y + projNormal.z;
- float3 nsign = sign( worldNormal );
- float negProjNormalY = max( 0, projNormal.y * -nsign.y );
- projNormal.y = max( 0, projNormal.y * nsign.y );
- half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
- xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
- yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
- xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
- yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
- zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
- yNormN.xyz = half3( UnpackNormal( yNormN ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
- return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
- }
- inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
- {
- float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
- projNormal /= projNormal.x + projNormal.y + projNormal.z;
- float3 nsign = sign( worldNormal );
- float negProjNormalY = max( 0, projNormal.y * -nsign.y );
- projNormal.y = max( 0, projNormal.y * nsign.y );
- half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
- xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
- yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
- zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
- return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
- }
- float4 frag( v2f_img i ) : SV_Target
- {
- float3 vertexPos = PreviewFragmentPositionOS( i.uv );
- float3 normal = PreviewFragmentNormalOS( i.uv );
- float3 worldNormal = UnityObjectToWorldNormal(normal);
- float3 worldPos = mul(unity_ObjectToWorld, vertexPos).xyz;
- float falloff = tex2D( _E, vertexPos.xy ).r;
- float tilling = tex2D( _D, vertexPos.xy ).r * 0.625;
- float4 triplanar = 1;
- if ( _IsNormal == 1 ) {
- float3 tangent = PreviewFragmentTangentOS( i.uv );
- float3 worldTangent = UnityObjectToWorldDir(tangent);
- float tangentSign = -1;
- float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
- float3x3 worldToTangent = float3x3( worldTangent, worldBinormal, worldNormal );
- if ( _IsSpherical == 1 )
- triplanar.xyz = TriplanarSamplingCNF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
- else
- triplanar.xyz = TriplanarSamplingCNF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
-
- if( _IsTangent == 1 )
- triplanar.xyz = mul( worldToTangent, triplanar.xyz );
- }
- else
- {
- if ( _IsSpherical == 1 )
- triplanar = TriplanarSamplingCF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
- else
- triplanar = TriplanarSamplingCF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
- }
- return triplanar;
- }
- ENDCG
- }
- }
- }
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