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| Shader "Unlit/Biplanar_Texture_Repetition" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoramlTex ("Noraml Texture", 2D) = "white" {} _shapek ("shapek", Range(0,20)) = 1 _BlendRatio ("BlendRatio",Float ) = 1 _TriplanarBlendSharpness("Blend Sharpness", float)=1 } SubShader { Tags { "RenderType"="Opaque" }
Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 normal : NORMAL; float4 tangent : TANGENT; };
struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 posWS : TEXCOORD1; float3 nDirWS : TEXCOORD2; float3 tDirWS : TEXCOORD3; float3 bDirWS : TEXCOORD4; }; Texture2D _MainTex; SamplerState sampler_MainTex; float4 _MainTex_ST; Texture2D _NoramlTex; float _shapek; float _BlendRatio; float _TriplanarBlendSharpness;
v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos( v.vertex ); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.posWS = mul(unity_ObjectToWorld, v.vertex); o.nDirWS = UnityObjectToWorldNormal(v.normal); o.tDirWS = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz); o.bDirWS = normalize(cross(o.nDirWS, o.tDirWS) * v.tangent.w); return o; } float4 hash4(float2 p) { float t1 = 1.0 + dot(p, float2(37.0, 17.0)); float t2 = 2.0 + dot(p, float2(11.0, 47.0)); float t3 = 3.0 + dot(p, float2(41.0, 29.0)); float t4 = 4.0 + dot(p, float2(23.0, 31.0)); return frac(sin(float4(t1, t2, t3, t4)) * 103.0); } float4 texNoTileTech(Texture2D baseTex, SamplerState baseTexSampler, float2 uv, float2 blendRatio) { float2 iuv = floor(uv); float2 fuv = frac(uv);
float4 ofa = hash4(iuv + float2(0.0, 0.0)); float4 ofb = hash4(iuv + float2(1.0, 0.0)); float4 ofc = hash4(iuv + float2(0.0, 1.0)); float4 ofd = hash4(iuv + float2(1.0, 1.0));
float2 dx = ddx(uv); float2 dy = ddy(uv);
ofa.zw = sign(ofa.zw - 0.5); ofb.zw = sign(ofb.zw - 0.5); ofc.zw = sign(ofc.zw - 0.5); ofd.zw = sign(ofd.zw - 0.5);
float2 uva = uv * ofa.zw + ofa.xy, dxa = dx * ofa.zw, dya = dy * ofa.zw; float2 uvb = uv * ofb.zw + ofb.xy, dxb = dx * ofb.zw, dyb = dy * ofb.zw; float2 uvc = uv * ofc.zw + ofc.xy, dxc = dx * ofc.zw, dyc = dy * ofc.zw; float2 uvd = uv * ofd.zw + ofd.xy, dxd = dx * ofd.zw, dyd = dy * ofd.zw;
float2 b = smoothstep(blendRatio, 1.0 - blendRatio, fuv);
float4 sampler1 = baseTex.SampleGrad(baseTexSampler, uva, dxa, dya); float4 sampler2 = baseTex.SampleGrad(baseTexSampler, uvb, dxb, dyb); float4 sampler3 = baseTex.SampleGrad(baseTexSampler, uvc, dxc, dyc); float4 sampler4 = baseTex.SampleGrad(baseTexSampler, uvd, dxd, dyd);
return lerp(lerp(sampler1, sampler2, b.x), lerp(sampler3, sampler4, b.x), b.y); } fixed4 frag (v2f i) : SV_Target { float3 p = i.posWS; float3 dpdx = ddx(p); float3 dpdy = ddy(p); float3 n = abs(i.nDirWS); uint3 ma = (n.x>n.y&&n.x>n.z) ? uint3(0,1,2): (n.y>n.z) ? uint3(1,2,0): uint3(2,0,1);
uint3 mi = (n.x<n.y&&n.x<n.z) ? uint3(0,1,2): (n.y<n.z) ? uint3(1,2,0): uint3(2,0,1); uint3 me = uint3(3,3,3)-mi-ma;
float2 w = float2(n[ma.x],n[me.x]); w = saturate((w-0.5)/(1-0.5)); float k = _shapek/8.0; w = pow(w,_TriplanarBlendSharpness); w=pow(w,float2(k,k)); float4 x = _MainTex.SampleGrad(sampler_MainTex,float2(p[ma.y],p[ma.z]),float2(dpdx[ma.y],dpdx[ma.z]),float2(dpdy[ma.y],dpdy[ma.z])); float4 y = _MainTex.SampleGrad(sampler_MainTex,float2(p[me.y],p[me.z]),float2(dpdx[me.y],dpdx[me.z]),float2(dpdy[me.y],dpdy[me.z]));
fixed4 cx = texNoTileTech(_MainTex,sampler_MainTex,float2(p[ma.y],p[ma.z]),_BlendRatio); fixed4 cy = texNoTileTech(_MainTex,sampler_MainTex,float2(p[me.y],p[me.z]),_BlendRatio); float4 col = (cx*w.x+cy*w.y)/(w.x+w.y);
fixed4 Nx = texNoTileTech(_NoramlTex,sampler_MainTex,float2(p[ma.y],p[ma.z]),_BlendRatio); fixed4 Ny = texNoTileTech(_NoramlTex,sampler_MainTex,float2(p[me.y],p[me.z]),_BlendRatio); float3 n1 = UnpackNormal(Nx); float3 n2 = UnpackNormal(Ny);
float3 nW; float3 n1W = float3(n1.y+i.nDirWS[ma.z],n1.x+i.nDirWS[ma.y],abs(n1.z)*i.nDirWS[ma.x]); float3 n2W = float3(n2.y+i.nDirWS[me.z],n2.x+i.nDirWS[me.y],abs(n2.z)*i.nDirWS[me.x]);
n1W = float3(n1W[ma.z],n1W[ma.y],n1W[ma.x]); n2W = float3(n2W[me.z],n2W[me.y],n2W[me.x]); nW = normalize(n1W*w.x+n2W*w.y); float3 normalT = mul(nW,float3x3(i.tDirWS,i.bDirWS,i.nDirWS)); half3 lDirWS = _WorldSpaceLightPos0.xyz;
half ndotl = dot(nW, lDirWS);
return fixed4(col.rgb*ndotl,1);
} ENDCG } } }
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