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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
 }
 }
 }
 
 
 |