forked from BilalY/Rasagar
87 lines
2.6 KiB
Plaintext
87 lines
2.6 KiB
Plaintext
Shader "PlaceHolder/WorldSpaceGrid"
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{
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Properties
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{
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[Toggle] _EnableWorldSpace("Enable World Space", int) = 1
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_Color ("Color", Color) = (0.61,0.61,0.61,1)
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_MainTex ("Albedo (RGB)", 2D) = "white" {}
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_Scale("Scale", float) = 1.0
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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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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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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
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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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sampler2D _MainTex;
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struct Input
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{
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float4 color : COLOR;
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float2 uv_MainTex;
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float3 worldPos;
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float3 worldNormal;
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};
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half _Glossiness;
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half _Metallic;
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int _EnableWorldSpace;
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fixed4 _Color;
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half _Scale;
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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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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
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// #pragma instancing_options assumeuniformscaling
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UNITY_INSTANCING_BUFFER_START(Props)
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// put more per-instance properties here
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UNITY_INSTANCING_BUFFER_END(Props)
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void surf (Input IN, inout SurfaceOutputStandard o)
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{
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float2 UV;
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fixed4 c;
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if (_EnableWorldSpace == 1)
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{
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if (abs(IN.worldNormal.x) > 0.5)
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{
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UV = IN.worldPos.yz; // side
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c = tex2D(_MainTex, UV* _Scale);
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}
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else if (abs(IN.worldNormal.z) > 0.5)
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{
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UV = IN.worldPos.xy; // front
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c = tex2D(_MainTex, UV* _Scale);
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}
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else
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{
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UV = IN.worldPos.xz; // top
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c = tex2D(_MainTex, UV* _Scale);
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}
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o.Albedo = c.rgb * _Color;
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}
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else
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex*_Scale) * _Color;
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o.Albedo = c.rgb * _Color;
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}
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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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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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