Fixed normal mapping

This commit is contained in:
raccoon
2025-05-19 03:49:54 +05:00
parent b5f3625e7d
commit 3cd92e1de4

View File

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