Created
April 18, 2018 03:38
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Hacked together triplanar shader for custom particle effect in https://youtu.be/FGTpz3O8PnQ
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' | |
Shader "Custom/CrackedEarthShader" { | |
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 | |
_TriPlanarScale ("Triplanar Scale", Float) = 5 | |
_EmissionStrength ("Emission", Float) = 1 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
struct Input { | |
float2 uv_MainTex; | |
float3 worldPos; | |
float3 worldNormal; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
float _EmissionStrength; | |
float _TriPlanarScale; | |
// 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_CBUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_CBUFFER_END | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
// Albedo comes from a texture tinted by color | |
float2 uv = float2(0, 0); | |
float3 normal = normalize(mul(unity_WorldToObject, float4(IN.worldNormal, 0.0))); | |
float x = abs(normal.x); | |
float y = abs(normal.y); | |
float z = abs(normal.z); | |
float3 pos = IN.worldPos * _TriPlanarScale; | |
fixed4 xTex = tex2D(_MainTex, pos.yz); | |
fixed4 yTex = tex2D(_MainTex, pos.xz); | |
fixed4 zTex = tex2D(_MainTex, pos.xy); | |
fixed4 color = xTex * x + yTex * y + zTex * z; | |
o.Albedo = color.rgb; | |
o.Emission = color.rgb * _EmissionStrength; | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = color.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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