Files
dbl-world-vrc/Assets/dbl-world/shaders/minecraft/StandardSurf.shader
2025-05-19 01:57:42 +05:00

87 lines
2.9 KiB
GLSL

Shader "Custom/StandardSurf"
{
Properties
{
[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
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
Cull Back
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
#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;
struct Input
{
float2 uv_DiffuseArray;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// 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_DiffuseArray, frame);
// Albedo with alpha
float4 diff = UNITY_SAMPLE_TEX2DARRAY(_DiffuseArray, uvw) * _Color;
o.Albedo = diff.rgb;
o.Alpha = diff.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
}
FallBack "Standard"
}