Skip to content

Instantly share code, notes, and snippets.

@esnya
Created July 2, 2020 02:30
Show Gist options
  • Select an option

  • Save esnya/6fe8c457e661d079beca61777552fbae to your computer and use it in GitHub Desktop.

Select an option

Save esnya/6fe8c457e661d079beca61777552fbae to your computer and use it in GitHub Desktop.
Unity用法線可視化シェーダー
// MIT License (c) http://github.com/esnya
Shader "Unlit/WorldNormal"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_BumpMap ("Texture", 2D) = "bump" {}
_BumpScale ("Normal Scale", Range(0, 1)) = 1.0
_MixFactor ("Mix Factor", Range(0, 1)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
UNITY_FOG_COORDS(1)
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;
float _MixFactor;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;
o.uv = v.uv;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 normal = normalize(i.normal + UnpackNormal(tex2D(_BumpMap, i.uv)) * _BumpScale);
fixed4 col = lerp(tex2D(_MainTex, i.uv), fixed4(normal, 1), _MixFactor);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment