자라고싶다
[HLSL]Triplanar 본문
Shader "Example/Triplanar"
{
Properties
{
_BaseTex("BaseTex", 2D) = "white"{}
_Sharpen("Sharpen", Range(1,64)) = 1
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 positionWS : TEXCOORD1;
float3 normal : NORMAL;
float3 normalWS : TEXCOORD2;
};
float _Sharpen;
TEXTURE2D(_BaseTex);
SAMPLER(sampler_BaseTex);
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.positionWS = TransformObjectToWorld(IN.positionOS);
OUT.normal = IN.normal;
OUT.normalWS = TransformObjectToWorldNormal(IN.normal);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
float3 tuv = IN.positionWS.xyz;
half4 txz = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, tuv.xz);
half4 txy = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, tuv.xy);
half4 tyz = SAMPLE_TEXTURE2D(_BaseTex, sampler_BaseTex, tuv.yz);
float3 tnormal = pow(abs(IN.normalWS.xyz), _Sharpen);
tnormal /= dot(tnormal, float3(1, 1, 1));
half4 color = lerp(txy, txz , tnormal.y);
color = lerp(color,tyz, tnormal.x);
return color;
}
ENDHLSL
}
}
}
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