mirror of
https://github.com/maxartz15/SceneDebugViewer.git
synced 2024-10-18 13:35:47 +02:00
80 lines
2.3 KiB
Plaintext
80 lines
2.3 KiB
Plaintext
// https://www.ronja-tutorials.com/post/010-triplanar-mapping/
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Shader "Hidden/TriPlanarTexture"
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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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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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sampler2D _RS_Texture;
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float4 _RS_Texture_ST;
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float _RS_Sharpness;
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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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}
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fixed4 frag (v2f i) : SV_Target
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{
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//calculate UV coordinates for three projections
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float2 uv_front = TRANSFORM_TEX(i.worldPos.xy, _RS_Texture);
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float2 uv_side = TRANSFORM_TEX(i.worldPos.zy, _RS_Texture);
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float2 uv_top = TRANSFORM_TEX(i.worldPos.xz, _RS_Texture);
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//read texture at uv position of the three projections
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fixed4 col_front = tex2D(_RS_Texture, uv_front);
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fixed4 col_side = tex2D(_RS_Texture, uv_side);
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fixed4 col_top = tex2D(_RS_Texture, uv_top);
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//generate weights from world normals
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float3 weights = i.normal;
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//show texture on both sides of the object (positive and negative)
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weights = abs(weights);
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//make the transition sharper
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weights = pow(weights, _RS_Sharpness);
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//make it so the sum of all components is 1
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weights = weights / (weights.x + weights.y + weights.z);
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//combine weights with projected colors
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col_front *= weights.z;
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col_side *= weights.x;
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col_top *= weights.y;
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//combine the projected colors
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fixed4 col = col_front + col_side + col_top;
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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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}
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