Init
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Shader "Hidden/TriplanarNode"
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{
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Properties
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{
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_A ("_TopTex", 2D) = "white" {}
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_B ("_MidTex", 2D) = "white" {}
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_C ("_BotTex", 2D) = "white" {}
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_D ("_Tilling", 2D) = "white" {}
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_E ("_Falloff", 2D) = "white" {}
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "Preview.cginc"
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#include "UnityStandardUtils.cginc"
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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sampler2D _D;
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sampler2D _E;
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float _IsNormal;
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float _IsTangent;
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float _IsSpherical;
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inline float3 TriplanarSamplingCNF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= projNormal.x + projNormal.y + projNormal.z;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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xNorm.xyz = half3( UnpackNormal( xNorm ).xy * float2( nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
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yNorm.xyz = half3( UnpackNormal( yNorm ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
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zNorm.xyz = half3( UnpackNormal( zNorm ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
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yNormN.xyz = half3( UnpackNormal( yNormN ).xy * float2( nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
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return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + yNormN.xyz * negProjNormalY + zNorm.xyz * projNormal.z );
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}
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inline float4 TriplanarSamplingCF( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float tilling )
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{
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float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
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projNormal /= projNormal.x + projNormal.y + projNormal.z;
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float3 nsign = sign( worldNormal );
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float negProjNormalY = max( 0, projNormal.y * -nsign.y );
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projNormal.y = max( 0, projNormal.y * nsign.y );
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half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm;
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xNorm = ( tex2D( midTexMap, tilling * worldPos.zy * float2( nsign.x, 1.0 ) ) );
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yNorm = ( tex2D( topTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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yNormN = ( tex2D( botTexMap, tilling * worldPos.xz * float2( nsign.y, 1.0 ) ) );
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zNorm = ( tex2D( midTexMap, tilling * worldPos.xy * float2( -nsign.z, 1.0 ) ) );
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return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z;
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}
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float4 frag( v2f_img i ) : SV_Target
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{
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float3 vertexPos = PreviewFragmentPositionOS( i.uv );
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float3 normal = PreviewFragmentNormalOS( i.uv );
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float3 worldNormal = UnityObjectToWorldNormal(normal);
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float3 worldPos = mul(unity_ObjectToWorld, vertexPos).xyz;
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float falloff = tex2D( _E, vertexPos.xy ).r;
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float tilling = tex2D( _D, vertexPos.xy ).r * 0.625;
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float4 triplanar = 1;
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if ( _IsNormal == 1 ) {
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float3 tangent = PreviewFragmentTangentOS( i.uv );
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float3 worldTangent = UnityObjectToWorldDir(tangent);
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float tangentSign = -1;
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float3 worldBinormal = normalize( cross(worldNormal, worldTangent) * tangentSign);
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float3x3 worldToTangent = float3x3( worldTangent, worldBinormal, worldNormal );
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if ( _IsSpherical == 1 )
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triplanar.xyz = TriplanarSamplingCNF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
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else
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triplanar.xyz = TriplanarSamplingCNF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
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if( _IsTangent == 1 )
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triplanar.xyz = mul( worldToTangent, triplanar.xyz );
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}
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else
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{
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if ( _IsSpherical == 1 )
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triplanar = TriplanarSamplingCF( _A, _A, _A, worldPos, worldNormal, falloff, tilling );
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else
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triplanar = TriplanarSamplingCF( _A, _B, _C, worldPos, worldNormal, falloff, tilling );
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}
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return triplanar;
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}
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ENDCG
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}
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}
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}
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