diff --git a/Assets/dbl-world/shaders/minecraft/StandardSurf.shader b/Assets/dbl-world/shaders/minecraft/StandardSurf.shader index e3d6025..9cfc6fd 100644 --- a/Assets/dbl-world/shaders/minecraft/StandardSurf.shader +++ b/Assets/dbl-world/shaders/minecraft/StandardSurf.shader @@ -2,12 +2,13 @@ Shader "Custom/StandardSurf" { Properties { - _Color("Color", Color) = (1,1,1,1) - _MainTex("Albedo (RGBA)", 2D) = "white" {} - _Glossiness("Smoothness", Range(0,1)) = 0.5 - _Metallic("Metallic", Range(0,1)) = 0.0 - [NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {} + _Color("Tint Color", Color) = (1, 1, 1, 1) + [NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {} + _Glossiness("Smoothness", Range(0, 1)) = 0.5 + [NoScaleOffset]_NormalArray("Normal Map", 2DArray) = "" {} + _Bumpyness("Bumpyness", Float) = 1.0 + _FlipbookFPS("Flipbook FPS", Integer) = 30 _FlipbookFrames("Flipbook Frames", Integer) = 30 } @@ -24,23 +25,21 @@ Shader "Custom/StandardSurf" CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows alpha:fade - - // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 UNITY_DECLARE_TEX2DARRAY(_DiffuseArray); + fixed4 _Color; + UNITY_DECLARE_TEX2DARRAY(_MetallicArray); + half _Glossiness; + UNITY_DECLARE_TEX2DARRAY(_NormalArray); + half _Bumpyness; int _FlipbookFPS; int _FlipbookFrames; - sampler2D _MainTex; - half _Glossiness; - half _Metallic; - fixed4 _Color; - struct Input { - float2 uv_MainTex; + float2 uv_DiffuseArray; }; // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. @@ -50,20 +49,34 @@ 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 float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value - float3 uvw = float3(IN.uv_MainTex, frame); + float3 uvw = float3(IN.uv_DiffuseArray, frame); + // Albedo with alpha float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color; o.Albedo = diff.rgb; o.Alpha = diff.a; - // Metallic and smoothness come from slider variables - o.Metallic = _Metallic; - o.Smoothness = _Glossiness; - // o.Alpha = c.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 + float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw); + float3 tangentNormal = UnpackAndScaleNormal(normalTex, _Bumpyness); + o.Normal = tangentNormal; } ENDCG