generated from raccoon/vrchat-project-template
Fixed normal mapping
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@@ -24,8 +24,9 @@ Shader "Custom/StandardSurf"
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CGPROGRAM
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CGPROGRAM
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// Physically based Standard lighting model, and enable shadows on all light types
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// Physically based Standard lighting model, and enable shadows on all light types
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#pragma surface surf Standard fullforwardshadows alpha:fade
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#pragma surface surf Standard fullforwardshadows alpha:fade addshadow
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#pragma target 3.0
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#pragma target 3.5
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#pragma shader_feature_local _NORMALMAP
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UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
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UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
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fixed4 _Color;
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fixed4 _Color;
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@@ -40,6 +41,7 @@ Shader "Custom/StandardSurf"
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struct Input
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struct Input
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{
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{
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float2 uv_DiffuseArray;
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float2 uv_DiffuseArray;
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INTERNAL_DATA // For proper normal handling
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};
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};
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
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@@ -49,14 +51,6 @@ Shader "Custom/StandardSurf"
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// put more per-instance properties here
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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UNITY_INSTANCING_BUFFER_END(Props)
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float3 UnpackAndScaleNormal(float4 c, float scale)
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{
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float3 n;
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n.xy = (c.xy * 2 - 1) * scale;
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n.z = sqrt(saturate(1.0 - dot(n.xy, n.xy)));
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return n;
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}
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void surf(Input IN, inout SurfaceOutputStandard o)
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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{
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// Common UV for all texture arrays
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// Common UV for all texture arrays
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@@ -66,17 +60,18 @@ Shader "Custom/StandardSurf"
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// Albedo with alpha
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// Albedo with alpha
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float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
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float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
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o.Albedo = diff.rgb;
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o.Albedo = diff.rgb;
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o.Alpha = diff.a;
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o.Alpha = _Color.a;
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// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
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// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
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float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
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float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
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o.Metallic = metalGloss.r;
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o.Metallic = metalGloss.r;
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o.Smoothness = metalGloss.a * _Glossiness;
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o.Smoothness = metalGloss.a * _Glossiness;
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// Normal map
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// Normal map and it's scale
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float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
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float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
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float3 tangentNormal = UnpackAndScaleNormal(normalTex, _Bumpyness);
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float3 normalMap = UnpackNormal(normalTex);
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o.Normal = tangentNormal;
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normalMap.xy *= _Bumpyness;
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o.Normal = normalize(normalMap);
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}
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}
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ENDCG
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ENDCG
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