AwesomeRunner/Assets/Shaders/CurvedSurfaceShaderStandard.shader

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Shader "Custom/CurvedSurfaceShaderStandard"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_SmoothnessMap("Smoothness Map", 2D) = "black" {}
//[HDR] _EmissionColor("Emission Color", Color) = (0,0,0)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "DisableBatching" = "true" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows vertex:vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D MainTex;
sampler2D _BumpMap;
sampler2D _OcclusionMap;
sampler2D _SmoothnessMap;
float4 MainTex_ST;
float _CurveStrength_x;
float _CurveStrength_y;
struct Input
{
float2 uv_MainTex;
float2 uv_BumpMap;
float2 uv_SmoothnessMap;
float2 uv_OcclusionMap;
float2 texcoord;
};
void vert(inout appdata_full v, out Input o)
{
float4 pos ;
float2 uv ;
UNITY_INITIALIZE_OUTPUT(Input, o);
pos = UnityObjectToClipPos(v.vertex);
uv = v.texcoord;
//this question helped https://stackoverflow.com/questions/50512600/send-vertice-shader-changes-to-surface-shader
float dist = UNITY_Z_0_FAR_FROM_CLIPSPACE(pos.z);
float4 worldPosition = mul(unity_ObjectToWorld, v.vertex);
// get world space position of vertex
half2 wpToCam = _WorldSpaceCameraPos.xz - worldPosition.xz;
// get vector to camera and dismiss vertical component
half distance = dot(wpToCam, wpToCam);
// distance squared from vertex to the camera, this power gives the curvature
//worldPosition.y -= distance * 0.001;
worldPosition.y -= _CurveStrength_y * dist * dist * _ProjectionParams.x;
worldPosition.x -= _CurveStrength_x * dist * dist * _ProjectionParams.y;
// offset vertical position by factor and square of distance.
// the default 0.01 would lower the position by 1cm at 1m distance, 1m at 10m and 100m at 100m
v.vertex = mul(unity_WorldToObject, worldPosition);
UNITY_TRANSFER_FOG(o, pos);
}
sampler2D _MainTex;
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
o.Occlusion = tex2D(_OcclusionMap, IN.uv_OcclusionMap).rgb;
//o.Emission = c.rgb * tex2D(_MainTex, IN.uv_MainTex).a * _EmissionColor;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = tex2D(_SmoothnessMap, IN.uv_SmoothnessMap).rgb * _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}