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@bricevdm
Created June 6, 2018 00:00
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Standard Unity Surface Shader modification with distance-based quadratic curvature applied in world space
Shader "Custom/StandardCurved" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Curvature ("Curvature", Range(0, 0.1)) = 0.01
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
// extra vertex shader, notice "addshadow" force the shadow pass to use the same curvature effect as the color pass
#pragma surface surf Standard vertex:CustomVS fullforwardshadows addshadow
#pragma target 3.0
half _Curvature;
struct Input {
float2 uv_MainTex;
};
void CustomVS(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
float4 worldPosition = mul(unity_ObjectToWorld, v.vertex); // get world space position of vertex
half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz; // get vector to camera and dismiss vertical component
half distance = dot(wpToCam, wpToCam); // distance squared from vertex to the camera, this power gives the curvature
worldPosition.y -= distance * _Curvature; // offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
v.vertex = mul(unity_WorldToObject, worldPosition); // reproject position into object space
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
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bricevdm commented Jun 6, 2018

image

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