Created
April 19, 2021 15:13
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Simple parallax Unity surface shader using tangent space constructed in the vertex shader.
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Shader "Custom/SimpleParallax" | |
{ | |
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 | |
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 | |
_ParallaxMap ("Height Map", 2D) = "black" {} | |
_ParallaxZeroPoint ("0=Blk,Gamma,Grey", Range(-0.2157, 0.2843)) = -0.2157 | |
_ParallaxOffset ("Extra Parallax Offset (CM)", Float) = 0.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows vertex:vert | |
// Use shader model 3.5 target, to get nicer looking lighting | |
#pragma target 3.5 | |
sampler2D _MainTex; | |
struct Input | |
{ | |
float2 uv_MainTex; | |
float3 tangentSpaceCameraPos; | |
float3 tangentSpacePos; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _Parallax; | |
float _ParallaxOffset; | |
float _ParallaxZeroPoint; | |
sampler2D _ParallaxMap; | |
void vert(inout appdata_full v, out Input o) { | |
UNITY_INITIALIZE_OUTPUT(Input,o); | |
float3 worldNormal = UnityObjectToWorldNormal(v.normal); | |
float3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); | |
float3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w * unity_WorldTransformParams.w; | |
// output the world to tangent space matrix | |
float3x3 tangentSpace = float3x3(worldTangent, worldBinormal, worldNormal); | |
o.tangentSpaceCameraPos = mul(tangentSpace, float4(_WorldSpaceCameraPos, 1.0)).xyz; | |
o.tangentSpacePos = mul(tangentSpace, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0))).xyz; | |
} | |
// 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) | |
{ | |
float3 viewVector = (IN.tangentSpacePos.xyz - IN.tangentSpaceCameraPos).xyz; | |
float3 dir = (normalize(viewVector)); | |
float2 parallax = (2 * step(0, dir.z) - 1) * dir.xy / (.001+abs(dir.z)); | |
float2 parallaxuv = IN.uv_MainTex.xy + parallax * (_ParallaxOffset * 0.01); | |
float parallax_amount = tex2D(_ParallaxMap, parallaxuv).g - 0.2157 - _ParallaxZeroPoint; | |
parallaxuv += parallax * parallax_amount * _Parallax; | |
// Albedo comes from a texture tinted by color | |
fixed4 c = tex2D (_MainTex, parallaxuv) * _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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