generated from raccoon/vrchat-project-template
Added Metallic and Normal maps
This commit is contained in:
@@ -2,12 +2,13 @@ Shader "Custom/StandardSurf"
|
|||||||
{
|
{
|
||||||
Properties
|
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) = "" {}
|
[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
|
_FlipbookFPS("Flipbook FPS", Integer) = 30
|
||||||
_FlipbookFrames("Flipbook Frames", Integer) = 30
|
_FlipbookFrames("Flipbook Frames", Integer) = 30
|
||||||
}
|
}
|
||||||
@@ -24,23 +25,21 @@ Shader "Custom/StandardSurf"
|
|||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
// Physically based Standard lighting model, and enable shadows on all light types
|
// Physically based Standard lighting model, and enable shadows on all light types
|
||||||
#pragma surface surf Standard fullforwardshadows alpha:fade
|
#pragma surface surf Standard fullforwardshadows alpha:fade
|
||||||
|
|
||||||
// Use shader model 3.0 target, to get nicer looking lighting
|
|
||||||
#pragma target 3.0
|
#pragma target 3.0
|
||||||
|
|
||||||
UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
|
UNITY_DECLARE_TEX2DARRAY(_DiffuseArray);
|
||||||
|
fixed4 _Color;
|
||||||
|
UNITY_DECLARE_TEX2DARRAY(_MetallicArray);
|
||||||
|
half _Glossiness;
|
||||||
|
UNITY_DECLARE_TEX2DARRAY(_NormalArray);
|
||||||
|
half _Bumpyness;
|
||||||
|
|
||||||
int _FlipbookFPS;
|
int _FlipbookFPS;
|
||||||
int _FlipbookFrames;
|
int _FlipbookFrames;
|
||||||
|
|
||||||
sampler2D _MainTex;
|
|
||||||
half _Glossiness;
|
|
||||||
half _Metallic;
|
|
||||||
fixed4 _Color;
|
|
||||||
|
|
||||||
struct Input
|
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.
|
// 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
|
// put more per-instance properties here
|
||||||
UNITY_INSTANCING_BUFFER_END(Props)
|
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)
|
void surf(Input IN, inout SurfaceOutputStandard o)
|
||||||
{
|
{
|
||||||
// Common UV for all texture arrays
|
// Common UV for all texture arrays
|
||||||
float frame = fmod(floor(_Time.y * _FlipbookFPS), _FlipbookFrames); // Cyclic frame value
|
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;
|
float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
|
||||||
o.Albedo = diff.rgb;
|
o.Albedo = diff.rgb;
|
||||||
o.Alpha = diff.a;
|
o.Alpha = diff.a;
|
||||||
|
|
||||||
// Metallic and smoothness come from slider variables
|
// Sample Metallic and smoothness (R = Metallic, A = Smoothness) plus slider variable
|
||||||
o.Metallic = _Metallic;
|
float4 metalGloss = UNITY_SAMPLE_TEX2DARRAY(_MetallicArray, uvw);
|
||||||
o.Smoothness = _Glossiness;
|
o.Metallic = metalGloss.r;
|
||||||
// o.Alpha = c.a;
|
o.Smoothness = metalGloss.a * _Glossiness;
|
||||||
|
|
||||||
|
// Normal map
|
||||||
|
float4 normalTex = UNITY_SAMPLE_TEX2DARRAY(_NormalArray, uvw);
|
||||||
|
float3 tangentNormal = UnpackAndScaleNormal(normalTex, _Bumpyness);
|
||||||
|
o.Normal = tangentNormal;
|
||||||
}
|
}
|
||||||
|
|
||||||
ENDCG
|
ENDCG
|
||||||
|
|||||||
Reference in New Issue
Block a user