// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "SyntyStudios/GrungeTriplanar" { Properties { _Texture("Texture", 2D) = "white" {} _Normal_Map("Normal_Map", 2D) = "bump" {} _Grunge("Grunge", 2D) = "white" {} _Large_Grunge("Large_Grunge", 2D) = "white" {} _SmoothnessSpec("Smoothness(Spec)", Range( 0 , 1)) = 0.1962713 _Metallic("Metallic", Range( 0 , 1)) = 0 _Dust_Colour("Dust_Colour", Color) = (0.4558824,0.4196799,0.3653763,0) _Dust_Amount("Dust_Amount", Range( 0 , 1.2)) = 1 _Dust_FallOff("Dust_FallOff", Range( 0 , 100)) = 14.11765 _Dirt_Amount("Dirt_Amount", Range( 0 , 1.2)) = 1 _Dirt_Tiling("Dirt_Tiling", Float) = 0 _Dirt_Falloff("Dirt_Falloff", Range( 0 , 100)) = 14.11765 _Large_Tiling("Large_Tiling", Float) = 0 _Large_FallOff("Large_FallOff", Range( 0 , 100)) = 14.11765 [HideInInspector]_Black("Black", 2D) = "black" {} _Large_DirtAmount("Large_DirtAmount", Range( 0 , 1.2)) = 1 [HideInInspector]_Mask("Mask", 2D) = "white" {} [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGINCLUDE #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldPos; float3 worldNormal; INTERNAL_DATA }; uniform sampler2D _Normal_Map; uniform float4 _Normal_Map_ST; uniform sampler2D _Texture; uniform float4 _Texture_ST; uniform float4 _Dust_Colour; uniform sampler2D _Mask; uniform sampler2D _Black; uniform float _Dust_FallOff; uniform float _Dust_Amount; uniform sampler2D _Grunge; uniform float _Dirt_Tiling; uniform float _Dirt_Falloff; uniform float _Dirt_Amount; uniform sampler2D _Large_Grunge; uniform float _Large_Tiling; uniform float _Large_FallOff; uniform float _Large_DirtAmount; uniform float _Metallic; uniform float _SmoothnessSpec; inline float4 TriplanarSampling17( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float4 TriplanarSampling16( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } inline float4 TriplanarSampling27( sampler2D topTexMap, sampler2D midTexMap, sampler2D botTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index ) { float3 projNormal = ( pow( abs( worldNormal ), falloff ) ); projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001; float3 nsign = sign( worldNormal ); float negProjNormalY = max( 0, projNormal.y * -nsign.y ); projNormal.y = max( 0, projNormal.y * nsign.y ); half4 xNorm; half4 yNorm; half4 yNormN; half4 zNorm; xNorm = tex2D( midTexMap, tiling * worldPos.zy * float2( nsign.x, 1.0 ) ); yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); yNormN = tex2D( botTexMap, tiling * worldPos.xz * float2( nsign.y, 1.0 ) ); zNorm = tex2D( midTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) ); return xNorm * projNormal.x + yNorm * projNormal.y + yNormN * negProjNormalY + zNorm * projNormal.z; } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv_Normal_Map = i.uv_texcoord * _Normal_Map_ST.xy + _Normal_Map_ST.zw; o.Normal = UnpackNormal( tex2D( _Normal_Map, uv_Normal_Map ) ); float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; float3 ase_worldPos = i.worldPos; float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float4 triplanar17 = TriplanarSampling17( _Mask, _Black, _Black, ase_worldPos, ase_worldNormal, _Dust_FallOff, float2( 1,1 ), float3( 1,1,1 ), float3(0,0,0) ); float clampResult22 = clamp( triplanar17.w , 0.0 , _Dust_Amount ); float4 lerpResult18 = lerp( tex2D( _Texture, uv_Texture ) , _Dust_Colour , clampResult22); float2 temp_cast_0 = (_Dirt_Tiling).xx; float4 triplanar16 = TriplanarSampling16( _Grunge, _Grunge, _Grunge, ase_worldPos, ase_worldNormal, _Dirt_Falloff, temp_cast_0, float3( 1,1,1 ), float3(0,0,0) ); float4 temp_cast_1 = (_Dirt_Amount).xxxx; float4 clampResult7 = clamp( triplanar16 , temp_cast_1 , float4( 1,1,1,0 ) ); float4 temp_cast_2 = 1; float2 temp_cast_3 = (_Large_Tiling).xx; float4 triplanar27 = TriplanarSampling27( _Large_Grunge, _Large_Grunge, _Large_Grunge, ase_worldPos, ase_worldNormal, _Large_FallOff, temp_cast_3, float3( 1,1,1 ), float3(0,0,0) ); float4 temp_cast_4 = (_Large_DirtAmount).xxxx; float4 clampResult31 = clamp( triplanar27 , temp_cast_4 , float4( 1,1,1,0 ) ); float4 lerpResult33 = lerp( clampResult7 , temp_cast_2 , clampResult31); o.Albedo = ( lerpResult18 * lerpResult33 ).rgb; o.Metallic = _Metallic; o.Smoothness = _SmoothnessSpec; o.Alpha = 1; } ENDCG CGPROGRAM #pragma surface surf Standard keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" CustomEditor "ASEMaterialInspector" } /*ASEBEGIN Version=18909 -2285;411;2290;851;2809.233;659.3567;1.710568;True;True Node;AmplifyShaderEditor.RangedFloatNode;1;-1208.956,-440.3828;Float;False;Property;_Dirt_Tiling;Dirt_Tiling;10;0;Create;True;0;0;0;False;0;False;0;0.35;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TexturePropertyNode;8;-1166.413,-48;Float;True;Property;_Mask;Mask;16;1;[HideInInspector];Create;True;0;0;0;True;0;False;564c508749358e2429df24162e913c43;564c508749358e2429df24162e913c43;False;white;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 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