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November 18, 2018 18:57
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unity shader that shows texture based on the object's normal
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/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer | |
Legal Stuff: | |
This code is free to use no restrictions but attribution would be appreciated. | |
Any damage caused either partly or completly due to usage of this stuff is not my responsibility*/ | |
Shader "BitShiftProgrammer/DirectionalColour" | |
{ | |
Properties | |
{ | |
_Tex1 ("Texture 1", 2D) = "white" {} | |
_Tex2("Texture 2", 2D) = "white"{} | |
_Tex3("Texture 3", 2D) = "white"{} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
float3 normal : NORMAL; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
fixed4 norm : COLOR; | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _Tex1; | |
sampler2D _Tex2; | |
sampler2D _Tex3; | |
float4 _Tex1_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.norm.xyz = v.normal; | |
o.norm.w = 1.0; | |
o.uv = TRANSFORM_TEX(v.uv, _Tex1); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
fixed4 col1 = tex2D(_Tex1, i.uv); | |
fixed4 col2 = tex2D(_Tex2, i.uv); | |
fixed4 col3 = tex2D(_Tex3, i.uv); | |
col1 *= abs(dot(i.norm.xyz, float3(0, 0, 1))); | |
col2 *= abs(dot(i.norm.xyz, float3(0, 1, 0))); | |
col3 *= abs(dot(i.norm.xyz, float3(1, 0, 0))); | |
return ((col1 +col2 + col3)/3) * 1.2; | |
} | |
ENDCG | |
} | |
} | |
} |
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