/******************************************************************************/ /* Project - MudBun Publisher - Long Bunny Labs http://LongBunnyLabs.com Author - Ming-Lun "Allen" Chou http://AllenChou.net */ /******************************************************************************/ Shader "MudBun/Mud Mesh Single-Textured (Built-In RP)" { Properties { _AlphaCutoutThreshold("Alpha Cutout Threshold", Range(0.0, 1.0)) = 0.5 _Dithering("Dithering", Range(0.0, 1.0)) = 0.0 _DitherTexture("Dither Texture", 2D) = "black" _DitherTextureSize("Dither TextureSize", Int) = 256 [Toggle] _RandomDither("Random Dither", Int) = 0 [Toggle] _UseTex0("Use Texture", Int) = 0 _MainTex("Albedo", 2D) = "white" {} [Toggle] _MainTexX(" X Axis Projection", Int) = 1 [Toggle] _MainTexY(" Y Axis Projection", Int) = 1 [Toggle] _MainTexZ(" Z Axis Projection", Int) = 1 [Toggle] _UseNorm0("Use Normal Map", Int) = 0 _MainNorm("Albedo", 2D) = "normal" {} [Toggle] _MainNormX(" X Axis Projection", Int) = 1 [Toggle] _MainNormY(" Y Axis Projection", Int) = 1 [Toggle] _MainNormZ(" Z Axis Projection", Int) = 1 } SubShader { ZWrite On Cull Back Tags { "Queue" = "Geometry" "RenderType" = "Opaque" } CGPROGRAM #define MUDBUN_BUILT_IN_RP #pragma multi_compile_instancing #pragma multi_compile _ MUDBUN_PROCEDURAL #pragma surface surf Standard vertex:vert addshadow fullforwardshadows #pragma target 3.5 #include "UnityCG.cginc" #include "../../../Shader/Render/ShaderCommon.cginc" #if MUDBUN_VALID #include "../../../Shader/Render/MeshCommon.cginc" #endif void vert(inout Vertex i, out Input o) { UNITY_INITIALIZE_OUTPUT(Input, o); #if MUDBUN_VALID float sdfValue; float3 tangentWs; float3 tangentLs; float3 normal2dLs; float3 normal2dWs; mudbun_mesh_vert(i.id, i.vertex, o.localPos, i.normal, o.localNorm, tangentWs, tangentLs, i.color, o.emissionHash, o.metallicSmoothness, o.texWeight, sdfValue, normal2dLs, normal2dWs); i.tangent = o.tangent = float4(tangentWs, 0.0f); #endif } void surf(Input i, inout SurfaceOutputStandard o) { float4 color = 1.0f; float4 texColor = 0.0f; float totalTexWeight = 0.0f; float4 normColor = 0.0f; float totalNormWeight = 0.0f; float3 triWeight = abs(i.localNorm); if (_UseTex0) { texColor += tex2D_triplanar(_MainTex, _MainTex_ST, triWeight, i.localPos, _MainTexX, _MainTexY, _MainTexZ); totalTexWeight += 1.0f; } if (totalTexWeight > 0.0f) { color = texColor / totalTexWeight; } if (_UseNorm0) { normColor += tex2D_triplanar(_MainNorm, _MainNorm_ST, triWeight, i.localPos, _MainNormX, _MainNormY, _MainNormZ); totalNormWeight += 1.0f; } if (totalNormWeight > 0.0f) { o.Normal = UnpackNormal(normColor / totalNormWeight); } float3 albedo = i.color.rgb * _Color.rgb * color.rgb; float alpha = i.color.a * _Color.a * color.a; float alphaThreshold; float2 screenPos = i.screenPos.xy * _ScreenParams.xy / (i.screenPos.w + kEpsilon); computeOpaqueTransparency(screenPos, i.localPos, i.emissionHash.a, _DitherTexture, _DitherTextureSize, _RandomDither > 0, _AlphaCutoutThreshold, _Dithering, alpha, alphaThreshold); clip(alpha - alphaThreshold); o.Albedo = albedo; o.Emission = float4(i.emissionHash.rgb, 1.0f) * _Emission; o.Metallic = i.metallicSmoothness.x * _Metallic; o.Smoothness = i.metallicSmoothness.y * _Smoothness; } ENDCG } CustomEditor "MudBun.MudMeshSingleTexturedMaterialEditor" }