T4M World Projection Shader Unlit+LM.shader 3.1 KB

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  1. // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
  2. // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
  3. // Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
  4. // Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
  5. Shader "T4MShaders/ShaderModel2/Unlit/T4M World Projection Shader + LM"{
  6. Properties{
  7. _UpSide ("Up/Side Fighting", Float) = 2.5
  8. _Blend ("Blend Factor", Float) = 4
  9. _Tiling ("Up Texture Tiling (x/y) Side Texture Tiling (z/w)", Vector) = (0.5,0.5,0.5,0.5)
  10. _Splat0 ("Up Textue", 2D) = "white" {}
  11. _Splat1 ("Side Textue", 2D) = "white" {}
  12. _Control ("Never Used", 2D) = "white" {}
  13. _MainTex ("Never Used", 2D) = "white" {}
  14. }
  15. SubShader{
  16. Pass {
  17. CGPROGRAM
  18. // Upgrade NOTE: excluded shader from DX11 and Xbox360; has structs without semantics (struct v2f members worldnormal,worldpos)
  19. #pragma exclude_renderers d3d11 xbox360
  20. #include "UnityCG.cginc"
  21. #pragma vertex vert
  22. #pragma fragment frag
  23. #pragma multi_compile LIGHTMAP_ON LIGHTMAP_OFF
  24. #pragma exclude_renderers xbox360 ps3
  25. uniform sampler2D _Splat0;
  26. uniform sampler2D _Splat1;
  27. uniform float _UpSide;
  28. uniform float _Blend;
  29. float4 _Tiling;
  30. #ifdef LIGHTMAP_ON
  31. //fixed4 unity_LightmapST;
  32. // sampler2D unity_Lightmap;
  33. #endif
  34. struct v2f
  35. {
  36. #ifdef LIGHTMAP_ON
  37. float2 uv[1] : TEXCOORD0;
  38. #endif
  39. float4 pos : SV_POSITION;
  40. float3 worldnormal;
  41. float3 worldpos;
  42. };
  43. v2f vert(appdata_base v)
  44. {
  45. v2f o;
  46. o.pos = UnityObjectToClipPos (v.vertex);
  47. o.worldnormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz;
  48. o.worldpos = mul(unity_ObjectToWorld, v.vertex);
  49. #ifdef LIGHTMAP_ON
  50. o.uv[0] = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  51. #endif
  52. return o;
  53. }
  54. fixed4 frag(v2f i) : COLOR
  55. {
  56. float2 SideTile = float2(_Tiling.z/10, _Tiling.w/10);
  57. fixed3 Up = tex2D(_Splat0, float2(_Tiling.x/10, _Tiling.y/10) *i.worldpos.zx);
  58. fixed3 Side = tex2D(_Splat1, SideTile*i.worldpos.xy);
  59. fixed3 Side2 = tex2D(_Splat1, SideTile*i.worldpos.zy);
  60. i.worldnormal = normalize(i.worldnormal);
  61. fixed3 projnormal = saturate(pow(i.worldnormal*_UpSide, _Blend));
  62. fixed4 c;
  63. c.xyz = lerp(lerp(Up, Side, projnormal.z), Side2, projnormal.x);
  64. c.w = 0;
  65. #ifdef LIGHTMAP_ON
  66. c.rgb *= DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv[0]));
  67. #endif
  68. return c;
  69. }
  70. ENDCG
  71. }
  72. }
  73. //FallBack "Diffuse"
  74. }