Created
August 1, 2018 08:20
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Planar手法でデカールを表示するシェーダー
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Shader "Onoty3D/Unlit/PlanarDecal" | |
{ | |
Properties | |
{ | |
_Color("Color", Color) = (1, 1, 1, 1) | |
_MainTex("MainTex", 2D) = "white" {} | |
_DecalColor("Decal Color", Color) = (1, 1, 1, 1) | |
_DecalTex("Decal", 2D) = "white" {} | |
[KeywordEnum(X, Y, Z)] _Planar ("Decal Planar", int) = 0 | |
[KeywordEnum(Front, Back, Both)] _Side ("Decal Side", int) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#pragma multi_compile _PLANAR_X _PLANAR_Y _PLANAR_Z | |
#pragma multi_compile _SIDE_FRONT _SIDE_BACK _SIDE_BOTH | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float2 decalUV : TEXCOORD2; | |
float drawDecal : TEXCOORD3; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
sampler2D _DecalTex; | |
float4 _DecalTex_ST; | |
float4 _Color; | |
float4 _DecalColor; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
float coord; | |
#ifdef _PLANAR_X | |
o.decalUV = (v.vertex.yz - _DecalTex_ST.zw) * _DecalTex_ST.xy; | |
coord = v.vertex.x; | |
#elif _PLANAR_Y | |
o.decalUV = (v.vertex.xz - _DecalTex_ST.zw) * _DecalTex_ST.xy; | |
coord = v.vertex.y; | |
#else | |
o.decalUV = (v.vertex.xy - _DecalTex_ST.zw) * _DecalTex_ST.xy; | |
coord = v.vertex.z; | |
#endif | |
#ifdef _SIDE_FRONT | |
o.drawDecal = step(0, coord); | |
#elif _SIDE_BACK | |
o.drawDecal = step(coord, 0); | |
#else | |
o.drawDecal = 1; | |
#endif | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
float4 col = tex2D(_MainTex, i.uv) * _Color; | |
float4 decal = tex2D(_DecalTex, i.decalUV) * _DecalColor; | |
col = lerp(col, lerp(col, decal, decal.a), i.drawDecal); | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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