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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "T4MShaders/ShaderModel2/Diffuse/T4M World Projection Shader" {
- Properties {
- _UpSide ("Up/Side Fighting", Float) = 2.5
- _Blend ("Blend Factor", Float) = 4
- _Tiling ("Up Texture Tiling (x/y) Side Texture Tiling (z/w)", Vector) = (0.5,0.5,0.5,0.5)
- _Splat0 ("Up Textue", 2D) = "white" {}
- _Splat1 ("Side Textue", 2D) = "white" {}
- _Control ("Never Used", 2D) = "white" {}
- _MainTex ("Never Used", 2D) = "white" {}
- }
- Category {
- SubShader {
- CGPROGRAM
- #pragma surface surf Lambert vertex:vert
- float _UpSide;
- float _Blend;
- float4 _Tiling;
- sampler2D _Splat0;
- sampler2D _Splat1;
-
- struct Input {
- float3 vertex;
- float3 normal;
- float3 worldPos;
- float3 worldNormal;
- };
-
- void vert (inout appdata_full v, out Input o) {
- UNITY_INITIALIZE_OUTPUT(Input, o);
- o.worldNormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz;
- o.worldPos = mul(unity_ObjectToWorld, v.vertex);
- }
-
- void surf (Input IN, inout SurfaceOutput o) {
- float2 SideTile = float2(_Tiling.z/10, _Tiling.w/10);
- fixed3 Up = tex2D (_Splat0, float2(_Tiling.x/10, _Tiling.y/10) *IN.worldPos.zx);
- fixed3 Side = tex2D (_Splat1, SideTile *IN.worldPos.xy);
- fixed3 Side2 = tex2D (_Splat1, SideTile *IN.worldPos.zy);
- fixed3 projnormal = saturate(pow(normalize(IN.worldNormal)*_UpSide, _Blend));
- o.Albedo.rgb = lerp(lerp(Up, Side, projnormal.z), Side2, projnormal.x);
- o.Alpha = 0.0;
- }
- ENDCG
- }
- }
- ////FallBack "Diffuse"
- }
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