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