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Triplanar Mapping shader for Marmoset Toolbag 4
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#include "data/shader/mat/state.frag" | |
uniform float uScale; //name "Scale" default 1.0 min 0.0 max 5.0 | |
USE_TEXTURE2D(tTexture0); | |
void TriplanarEmissive( inout FragmentState s ) | |
{ | |
vec3 uvw = fract(s.vertexPosition / 100.0 * uScale); | |
vec3 blend = abs(s.normal); | |
blend /= dot(blend, vec3(1.0, 1.0, 1.0)); | |
vec4 cx0 = texture2D(tTexture0, uvw.yz); | |
vec4 cy0 = texture2D(tTexture0, uvw.xz); | |
vec4 cz0 = texture2D(tTexture0, uvw.xy); | |
float4 color0 = cx0 * blend.x + cy0 * blend.y + cz0 * blend.z; | |
// Display the UV coordinates | |
//s.emissiveLight = uvw; | |
// Display the texture | |
s.emissiveLight = color0.xyz; | |
} | |
#ifdef Emissive | |
#undef Emissive | |
#endif | |
#define Emissive TriplanarEmissive |
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