Added Presets.
Reworked shaders and added more presets.
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42
Editor/Presets/GridLit.asset
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bones: []
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pSDShowRemoveMatteOption: 0
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21
Editor/Presets/ObjectSpaceNormals.asset
Normal file
@ -0,0 +1,21 @@
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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content:
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m_Text:
|
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m_Image: {fileID: 2800000, guid: b2efa4ed23d9cd14da026e9eaf25db42, type: 3}
|
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m_Tooltip: Object Space Normals
|
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shader: {fileID: 4800000, guid: 7f376fdcb4cabb94fa00a24677019988, type: 3}
|
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replacementTag:
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parameters: []
|
8
Editor/Presets/ObjectSpaceNormals.asset.meta
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fileFormatVersion: 2
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assetBundleVariant:
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@ -15,7 +15,7 @@ MonoBehaviour:
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content:
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m_Text:
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m_Image: {fileID: 2800000, guid: 0723191ce0fb9d44ebece6c36fe4776f, type: 3}
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m_Tooltip: Overdraw - Preview the scene overdraw.
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replacementTag:
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parameters:
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|
56
Editor/Presets/UVChecker.asset
Normal file
@ -0,0 +1,56 @@
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: UVChecker
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m_EditorClassIdentifier:
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content:
|
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m_Text:
|
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m_Image: {fileID: 2800000, guid: d41389bd7fb002d48a1bb9b0fd1b4cf1, type: 3}
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m_Tooltip: UV Checker
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shader: {fileID: 4800000, guid: b7f90ee778e287d4f9bde3252fe9bdd9, type: 3}
|
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replacementTag:
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parameters:
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- m_name: _RS_Texture
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m_parameterType: 0
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m_color: {r: 1, g: 0, b: 0, a: 0.14901961}
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m_float: 0
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m_int: 0
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m_float: 10
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m_int: 0
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m_parameterType: 2
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_color: {r: 1, g: 1, b: 1, a: 1}
|
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m_float: 10
|
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m_int: 0
|
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- m_name: _RS_Metallic
|
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m_parameterType: 3
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_color: {r: 1, g: 1, b: 1, a: 1}
|
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m_float: 0
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m_int: 0
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- m_name: _RS_Glossiness
|
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m_parameterType: 3
|
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m_texture: {fileID: 2800000, guid: 60a6c65bf59247d41bcc18553d97d2c5, type: 3}
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m_vector: {x: 0, y: 0, z: 0, w: 0}
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m_color: {r: 1, g: 1, b: 1, a: 1}
|
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m_float: 0
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m_int: 0
|
8
Editor/Presets/UVChecker.asset.meta
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fileFormatVersion: 2
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guid: 78d238d093542d14089f2c66317faf8d
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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21
Editor/Presets/WorldSpaceNormals.asset
Normal file
@ -0,0 +1,21 @@
|
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%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 1aa272ccd1306c545b68254a527f8025, type: 3}
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m_Name: WorldSpaceNormals
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m_EditorClassIdentifier:
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content:
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m_Text:
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m_Image: {fileID: 2800000, guid: d9b83aa61ceb006419b0c2460bbbe3cc, type: 3}
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m_Tooltip: World Space Normals
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shader: {fileID: 4800000, guid: f2163d0d9cb9f8a4fbb6c07dcf8ac7d3, type: 3}
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replacementTag:
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parameters: []
|
8
Editor/Presets/WorldSpaceNormals.asset.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 728b0aa8fc4ff3044b0875ce289cbb1a
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@ -4,10 +4,10 @@ using UnityEngine;
|
||||
|
||||
namespace TAO.SceneDebugViewer.Editor
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[CreateAssetMenu(menuName = "SceneDebugViewer/ReplacementShaderSetup")]
|
||||
public class ReplacementShaderSetupScriptableObject : ScriptableObject
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
[Header("GUI")]
|
||||
public GUIContent content = new GUIContent();
|
||||
[Header("Shader")]
|
||||
@ -80,6 +80,6 @@ namespace TAO.SceneDebugViewer.Editor
|
||||
Float,
|
||||
Int
|
||||
}
|
||||
#endif
|
||||
}
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||||
#endif
|
||||
}
|
30
Runtime/Shaders/Lit.shader
Normal file
@ -0,0 +1,30 @@
|
||||
Shader "Hidden/RS/Lit"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
#pragma surface surf Standard fullforwardshadows
|
||||
#pragma target 3.0
|
||||
|
||||
#include "RSPropertiesCG.cginc"
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
fixed4 c = tex2D(_RS_Texture, IN.uv_MainTex) * _RS_Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _RS_Metallic;
|
||||
o.Smoothness = _RS_Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
10
Runtime/Shaders/Lit.shader.meta
Normal file
@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: fa8b3bbeb520d1c47b2ee619fe14e343
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
37
Runtime/Shaders/ObjectSpaceNormals.shader
Normal file
@ -0,0 +1,37 @@
|
||||
Shader "Hidden/RS/ObjectSpaceNormals"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
half3 normal : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
v2f vert(float4 vertex : POSITION, float3 normal : NORMAL)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(vertex);
|
||||
o.normal = normal;
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 c = 0;
|
||||
c.a = 1;
|
||||
c.rgb = i.normal * 0.5 + 0.5;
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
10
Runtime/Shaders/ObjectSpaceNormals.shader.meta
Normal file
@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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guid: 7f376fdcb4cabb94fa00a24677019988
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -1,4 +1,4 @@
|
||||
Shader "Hidden/Overdraw"
|
||||
Shader "Hidden/RS/Overdraw"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
@ -19,6 +19,8 @@ Shader "Hidden/Overdraw"
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "RSPropertiesCG.cginc"
|
||||
#include "RSUtilsCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
@ -37,8 +39,6 @@ Shader "Hidden/Overdraw"
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 _RS_Color;
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
return _RS_Color;
|
||||
|
11
Runtime/Shaders/RSPropertiesCG.cginc
Normal file
@ -0,0 +1,11 @@
|
||||
#ifndef RS_PROPERTIES_CG_INCLUDED
|
||||
#define RS_PROPERTIES_CG_INCLUDED
|
||||
|
||||
sampler2D _RS_Texture;
|
||||
float4 _RS_Texture_ST;
|
||||
float _RS_Sharpness;
|
||||
fixed4 _RS_Color;
|
||||
half _RS_Metallic;
|
||||
half _RS_Glossiness;
|
||||
|
||||
#endif
|
10
Runtime/Shaders/RSPropertiesCG.cginc.meta
Normal file
@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 932b73fee7600724b8740711c79dc3fc
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
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assetBundleVariant:
|
37
Runtime/Shaders/RSUtilsCG.cginc
Normal file
@ -0,0 +1,37 @@
|
||||
#ifndef RS_UTILS_CG_INCLUDED
|
||||
#define RS_UTILS_CG_INCLUDED
|
||||
|
||||
// https://www.ronja-tutorials.com/post/010-triplanar-mapping/
|
||||
fixed4 SampleTriPlanar(sampler2D tex, float4 tex_ST, float3 position, float3 normal, float sharpness)
|
||||
{
|
||||
//calculate UV coordinates for three projections
|
||||
float2 uv_front = TRANSFORM_TEX(position.xy, tex);
|
||||
float2 uv_side = TRANSFORM_TEX(position.zy, tex);
|
||||
float2 uv_top = TRANSFORM_TEX(position.xz, tex);
|
||||
|
||||
//read texture at uv position of the three projections
|
||||
fixed4 col_front = tex2D(tex, uv_front);
|
||||
fixed4 col_side = tex2D(tex, uv_side);
|
||||
fixed4 col_top = tex2D(tex, uv_top);
|
||||
|
||||
//generate weights from world normals
|
||||
float3 weights = normal;
|
||||
//show texture on both sides of the object (positive and negative)
|
||||
weights = abs(weights);
|
||||
//make the transition sharper
|
||||
weights = pow(weights, sharpness);
|
||||
//make it so the sum of all components is 1
|
||||
weights = weights / (weights.x + weights.y + weights.z);
|
||||
|
||||
//combine weights with projected colors
|
||||
col_front *= weights.z;
|
||||
col_side *= weights.x;
|
||||
col_top *= weights.y;
|
||||
|
||||
//combine the projected colors
|
||||
fixed4 col = col_front + col_side + col_top;
|
||||
|
||||
return col;
|
||||
}
|
||||
|
||||
#endif
|
10
Runtime/Shaders/RSUtilsCG.cginc.meta
Normal file
@ -0,0 +1,10 @@
|
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fileFormatVersion: 2
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guid: 6a6a8ee4b7ec5974abb1157bc943d8de
|
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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preprocessorOverride: 0
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userData:
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assetBundleName:
|
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assetBundleVariant:
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@ -1,4 +1,4 @@
|
||||
Shader "Hidden/Surface"
|
||||
Shader "Hidden/RS/TriPlanarLit"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
@ -12,19 +12,20 @@ Shader "Hidden/Surface"
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _RS_Texture;
|
||||
fixed4 _RS_Color;
|
||||
half _RS_Metallic;
|
||||
half _RS_Glossiness;
|
||||
#include "RSPropertiesCG.cginc"
|
||||
#include "RSUtilsCG.cginc"
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_RS_Texture;
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
};
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
o.Albedo = tex2D(_RS_Texture, IN.uv_RS_Texture) * _RS_Color;
|
||||
fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, IN.worldPos, IN.worldNormal, _RS_Sharpness);
|
||||
|
||||
o.Albedo = c * _RS_Color;
|
||||
o.Metallic = _RS_Metallic;
|
||||
o.Smoothness = _RS_Glossiness;
|
||||
}
|
@ -1,79 +0,0 @@
|
||||
// https://www.ronja-tutorials.com/post/010-triplanar-mapping/
|
||||
|
||||
Shader "Hidden/TriPlanarTexture"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
float3 worldPos : TEXCOORD0;
|
||||
float3 normal : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler2D _RS_Texture;
|
||||
float4 _RS_Texture_ST;
|
||||
float _RS_Sharpness;
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
||||
o.normal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
//calculate UV coordinates for three projections
|
||||
float2 uv_front = TRANSFORM_TEX(i.worldPos.xy, _RS_Texture);
|
||||
float2 uv_side = TRANSFORM_TEX(i.worldPos.zy, _RS_Texture);
|
||||
float2 uv_top = TRANSFORM_TEX(i.worldPos.xz, _RS_Texture);
|
||||
|
||||
//read texture at uv position of the three projections
|
||||
fixed4 col_front = tex2D(_RS_Texture, uv_front);
|
||||
fixed4 col_side = tex2D(_RS_Texture, uv_side);
|
||||
fixed4 col_top = tex2D(_RS_Texture, uv_top);
|
||||
|
||||
//generate weights from world normals
|
||||
float3 weights = i.normal;
|
||||
//show texture on both sides of the object (positive and negative)
|
||||
weights = abs(weights);
|
||||
//make the transition sharper
|
||||
weights = pow(weights, _RS_Sharpness);
|
||||
//make it so the sum of all components is 1
|
||||
weights = weights / (weights.x + weights.y + weights.z);
|
||||
|
||||
//combine weights with projected colors
|
||||
col_front *= weights.z;
|
||||
col_side *= weights.x;
|
||||
col_top *= weights.y;
|
||||
|
||||
//combine the projected colors
|
||||
fixed4 col = col_front + col_side + col_top;
|
||||
|
||||
return col;
|
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||||
// return fixed4(abs(i.normal.xyz), 1);
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}
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ENDCG
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}
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}
|
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}
|
50
Runtime/Shaders/TriPlanarUnlit.shader
Normal file
@ -0,0 +1,50 @@
|
||||
Shader "Hidden/RS/TriPlanarUnlit"
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{
|
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
|
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "RSPropertiesCG.cginc"
|
||||
#include "RSUtilsCG.cginc"
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|
||||
struct appdata
|
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{
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float4 vertex : POSITION;
|
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float3 normal : NORMAL;
|
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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float3 normal : TEXCOORD1;
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};
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v2f vert (appdata v)
|
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
|
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
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o.normal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));
|
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return o;
|
||||
}
|
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fixed4 frag(v2f i) : SV_Target
|
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{
|
||||
fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, i.worldPos, i.normal, _RS_Sharpness);
|
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c *= _RS_Color;
|
||||
return c;
|
||||
|
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//return fixed4(abs(i.normal.xyz), 1);
|
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}
|
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ENDCG
|
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}
|
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}
|
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}
|
45
Runtime/Shaders/Unlit.shader
Normal file
@ -0,0 +1,45 @@
|
||||
Shader "Hidden/RS/Unlit"
|
||||
{
|
||||
SubShader
|
||||
{
|
||||
Tags { "RenderType"="Opaque" }
|
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LOD 100
|
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
|
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#pragma fragment frag
|
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#include "UnityCG.cginc"
|
||||
#include "RSPropertiesCG.cginc"
|
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struct appdata
|
||||
{
|
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float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
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};
|
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|
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
|
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float4 vertex : SV_POSITION;
|
||||
};
|
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|
||||
v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _RS_Texture);
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag (v2f i) : SV_Target
|
||||
{
|
||||
fixed4 col = tex2D(_RS_Texture, i.uv);
|
||||
return col;
|
||||
}
|
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ENDCG
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}
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}
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}
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46
Runtime/Shaders/WorldSpaceNormals.shader
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@ -0,0 +1,46 @@
|
||||
// https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html
|
||||
|
||||
Shader "Hidden/RS/WorldSpaceNormals"
|
||||
{
|
||||
SubShader
|
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{
|
||||
Pass
|
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{
|
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|
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|
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|
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|
||||
#include "UnityCG.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
// we'll output world space normal as one of regular ("texcoord") interpolators
|
||||
half3 worldNormal : TEXCOORD0;
|
||||
float4 pos : SV_POSITION;
|
||||
};
|
||||
|
||||
// vertex shader: takes object space normal as input too
|
||||
v2f vert(float4 vertex : POSITION, float3 normal : NORMAL)
|
||||
{
|
||||
v2f o;
|
||||
o.pos = UnityObjectToClipPos(vertex);
|
||||
// UnityCG.cginc file contains function to transform
|
||||
// normal from object to world space, use that
|
||||
o.worldNormal = UnityObjectToWorldNormal(normal);
|
||||
return o;
|
||||
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|
||||
|
||||
fixed4 frag(v2f i) : SV_Target
|
||||
{
|
||||
fixed4 c = 0;
|
||||
c.a = 1;
|
||||
// normal is a 3D vector with xyz components; in -1..1
|
||||
// range. To display it as color, bring the range into 0..1
|
||||
// and put into red, green, blue components
|
||||
c.rgb = i.worldNormal * 0.5 + 0.5;
|
||||
return c;
|
||||
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|
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ENDCG
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