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@runewake2
Created April 18, 2018 03:38
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Hacked together triplanar shader for custom particle effect in https://youtu.be/FGTpz3O8PnQ
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
Shader "Custom/CrackedEarthShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_TriPlanarScale ("Triplanar Scale", Float) = 5
_EmissionStrength ("Emission", Float) = 1
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
float3 worldPos;
float3 worldNormal;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _EmissionStrength;
float _TriPlanarScale;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_CBUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
float2 uv = float2(0, 0);
float3 normal = normalize(mul(unity_WorldToObject, float4(IN.worldNormal, 0.0)));
float x = abs(normal.x);
float y = abs(normal.y);
float z = abs(normal.z);
float3 pos = IN.worldPos * _TriPlanarScale;
fixed4 xTex = tex2D(_MainTex, pos.yz);
fixed4 yTex = tex2D(_MainTex, pos.xz);
fixed4 zTex = tex2D(_MainTex, pos.xy);
fixed4 color = xTex * x + yTex * y + zTex * z;
o.Albedo = color.rgb;
o.Emission = color.rgb * _EmissionStrength;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = color.a;
}
ENDCG
}
FallBack "Diffuse"
}
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