generated from raccoon/vrchat-project-template
Added Metallic and Normal maps
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@@ -2,12 +2,13 @@ Shader "Custom/StandardSurf"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo (RGBA)", 2D) = "white" {}
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_Glossiness("Smoothness", Range(0,1)) = 0.5
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_Metallic("Metallic", Range(0,1)) = 0.0
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[NoScaleOffset]_DiffuseArray("Transparent Albedo (RGBA)", 2DArray) = "" {}
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_Color("Tint Color", Color) = (1, 1, 1, 1)
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[NoScaleOffset]_MetallicArray("Metallic", 2DArray) = "" {}
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_Glossiness("Smoothness", Range(0, 1)) = 0.5
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[NoScaleOffset]_NormalArray("Normal Map", 2DArray) = "" {}
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_Bumpyness("Bumpyness", Float) = 1.0
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_FlipbookFPS("Flipbook FPS", Integer) = 30
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_FlipbookFrames("Flipbook Frames", Integer) = 30
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}
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@@ -24,23 +25,21 @@ Shader "Custom/StandardSurf"
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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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#pragma surface surf Standard fullforwardshadows alpha:fade
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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
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fixed4 _Color;
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UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
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half _Glossiness;
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UNITY_DECLARE_TEX2DARRAY(_NormalArray);
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half _Bumpyness;
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int _FlipbookFPS;
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int _FlipbookFrames;
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sampler2D _MainTex;
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half _Glossiness;
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half _Metallic;
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fixed4 _Color;
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struct Input
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{
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float2 uv_MainTex;
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float2 uv_DiffuseArray;
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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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@@ -50,20 +49,34 @@ Shader "Custom/StandardSurf"
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// put more per-instance properties here
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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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{
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// Common UV for all texture arrays
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float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
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float3 uvw = float3(IN.uv_MainTex, frame);
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float3 uvw = float3(IN.uv_DiffuseArray, frame);
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// Albedo with alpha
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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.Alpha = diff.a;
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// Metallic and smoothness come from slider variables
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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// o.Alpha = c.a;
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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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o.Metallic = metalGloss.r;
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o.Smoothness = metalGloss.a * _Glossiness;
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// Normal map
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float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
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float3 tangentNormal = UnpackAndScaleNormal(normalTex, _Bumpyness);
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o.Normal = tangentNormal;
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}
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ENDCG
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