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@bcatcho
Created February 14, 2014 04:33
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World Tiling example
// Shader created with Shader Forge Beta 0.23
// Shader Forge (c) Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:0.23;sub:START;pass:START;ps:lgpr:1,nrmq:1,limd:1,blpr:0,bsrc:0,bdst:0,culm:0,dpts:2,wrdp:True,uamb:True,mssp:True,ufog:True,aust:True,igpj:False,qofs:0,lico:1,qpre:1,flbk:,rntp:1,lmpd:False,lprd:False,enco:False,frtr:True,vitr:True,dbil:False,rmgx:True,hqsc:True,hqlp:False,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.7098039,fgcg:0.7098039,fgcb:0.7098039,fgca:1,fgde:0.01,fgrn:41.4,fgrf:400,ofsf:0,ofsu:0;n:type:ShaderForge.SFN_Final,id:1,x:32411,y:32654|diff-3-RGB,amdfl-12-RGB;n:type:ShaderForge.SFN_Tex2dAsset,id:2,x:33131,y:32604,ptlb:node_2,tex:8993b617f08498f43adcbd90697f1c5d;n:type:ShaderForge.SFN_Tex2d,id:3,x:32767,y:32694,tex:8993b617f08498f43adcbd90697f1c5d,ntxv:0,isnm:False|UVIN-23-OUT,TEX-2-TEX;n:type:ShaderForge.SFN_FragmentPosition,id:11,x:33302,y:32976;n:type:ShaderForge.SFN_AmbientLight,id:12,x:32764,y:32983;n:type:ShaderForge.SFN_Append,id:23,x:33055,y:32992|A-11-X,B-11-Z;proporder:2;pass:END;sub:END;*/
Shader "Shader Forge/worldspacetiling" {
Properties {
_node2 ("node_2", 2D) = "white" {}
}
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
Name "ForwardBase"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers xbox360 ps3 flash
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _node2; uniform float4 _node2_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
o.posWorld = mul(_Object2World, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
/////// Normals:
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = dot( normalDirection, lightDirection );
float3 diffuse = max( 0.0, NdotL) * attenColor + UNITY_LIGHTMODEL_AMBIENT.xyz;
float3 finalColor = 0;
float3 diffuseLight = diffuse;
diffuseLight += UNITY_LIGHTMODEL_AMBIENT.rgb; // Diffuse Ambient Light
float4 node_11 = i.posWorld;
float2 node_23 = float2(node_11.r,node_11.b);
finalColor += diffuseLight * tex2D(_node2,TRANSFORM_TEX(node_23, _node2)).rgb;
/// Final Color:
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "ForwardAdd"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
Fog { Color (0,0,0,0) }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma exclude_renderers xbox360 ps3 flash
#pragma target 3.0
uniform float4 _LightColor0;
uniform sampler2D _node2; uniform float4 _node2_ST;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float4 posWorld : TEXCOORD0;
float3 normalDir : TEXCOORD1;
LIGHTING_COORDS(2,3)
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.normalDir = mul(float4(v.normal,0), _World2Object).xyz;
o.posWorld = mul(_Object2World, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
fixed4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
/////// Normals:
float3 normalDirection = i.normalDir;
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = dot( normalDirection, lightDirection );
float3 diffuse = max( 0.0, NdotL) * attenColor;
float3 finalColor = 0;
float3 diffuseLight = diffuse;
float4 node_11 = i.posWorld;
float2 node_23 = float2(node_11.r,node_11.b);
finalColor += diffuseLight * tex2D(_node2,TRANSFORM_TEX(node_23, _node2)).rgb;
/// Final Color:
return fixed4(finalColor * 1,0);
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
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