SceneDebugViewer/Runtime/Shaders/TriPlanarUnlit.shader
2021-03-31 14:45:50 +02:00

49 lines
897 B
Plaintext

Shader "Hidden/RS/TriPlanarUnlit"
{
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSPropertiesCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 vertex : SV_POSITION;
float3 worldPos : TEXCOORD0;
float3 normal : TEXCOORD1;
};
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
{
fixed4 c = SampleTriPlanar(_RS_Texture, _RS_Texture_ST, i.worldPos, i.normal, _RS_Sharpness);
c *= _RS_Color;
return c;
}
ENDCG
}
}
}