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Main/Assets/GameAssets/RawResources/shader/External/T4M/T4M World Projection Shader.shader
2025-01-25 04:38:09 +08:00

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "T4MShaders/ShaderModel2/Diffuse/T4M World Projection Shader" {
Properties {
_UpSide ("Up/Side Fighting", Float) = 2.5
_Blend ("Blend Factor", Float) = 4
_Tiling ("Up Texture Tiling (x/y) Side Texture Tiling (z/w)", Vector) = (0.5,0.5,0.5,0.5)
_Splat0 ("Up Textue", 2D) = "white" {}
_Splat1 ("Side Textue", 2D) = "white" {}
_Control ("Never Used", 2D) = "white" {}
_MainTex ("Never Used", 2D) = "white" {}
}
Category {
SubShader {
CGPROGRAM
#pragma surface surf Lambert vertex:vert
float _UpSide;
float _Blend;
float4 _Tiling;
sampler2D _Splat0;
sampler2D _Splat1;
struct Input {
float3 vertex;
float3 normal;
float3 worldPos;
float3 worldNormal;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.worldNormal = mul(unity_ObjectToWorld, float4(v.normal, 0.0f)).xyz;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
}
void surf (Input IN, inout SurfaceOutput o) {
float2 SideTile = float2(_Tiling.z/10, _Tiling.w/10);
fixed3 Up = tex2D (_Splat0, float2(_Tiling.x/10, _Tiling.y/10) *IN.worldPos.zx);
fixed3 Side = tex2D (_Splat1, SideTile *IN.worldPos.xy);
fixed3 Side2 = tex2D (_Splat1, SideTile *IN.worldPos.zy);
fixed3 projnormal = saturate(pow(normalize(IN.worldNormal)*_UpSide, _Blend));
o.Albedo.rgb = lerp(lerp(Up, Side, projnormal.z), Side2, projnormal.x);
o.Alpha = 0.0;
}
ENDCG
}
}
FallBack "Diffuse"
}