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@runewake2
Created June 23, 2017 03:54
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Unity Voxel Terrain basic blended shader. https://youtu.be/btOs50kk9IA
// Developed as part of World of Zero: www.worldofzero.com
Shader "Custom/VoxelShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Texture1("Texture 1 (RGB)", 2D) = "white" {}
_Texture2("Texture 2 (RGB)", 2D) = "white" {}
_Texture3("Texture 3 (RGB)", 2D) = "white" {}
_Texture1Height("Texture 1 Height (R)", 2D) = "black" {}
_Texture2Height("Texture 2 Height (R)", 2D) = "black" {}
_Texture3Height("Texture 3 Height (R)", 2D) = "black" {}
_Texture1Normal("Texture 1 Normal (RGB)", 2D) = "black" {}
_Texture2Normal("Texture 2 Normal (RGB)", 2D) = "black" {}
_Texture3Normal("Texture 3 Normal (RGB)", 2D) = "black" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Scale ("Scale", Float) = 4
}
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 _Texture1;
sampler2D _Texture2;
sampler2D _Texture3;
sampler2D _Texture1Height;
sampler2D _Texture2Height;
sampler2D _Texture3Height;
sampler2D _Texture1Normal;
sampler2D _Texture2Normal;
sampler2D _Texture3Normal;
struct Input {
float2 uv_Texture1;
float3 color : COLOR;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
half _Scale;
// 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) {
fixed height1 = tex2D(_Texture1Height, IN.uv_Texture1).r;
fixed height2 = tex2D(_Texture2Height, IN.uv_Texture1).r;
fixed height3 = tex2D(_Texture3Height, IN.uv_Texture1).r;
float3 color = float3(IN.color.r + height1, IN.color.g + height2, IN.color.b + height3);
// Albedo comes from a texture tinted by color
fixed4 tex1 = tex2D(_Texture1, IN.uv_Texture1) * _Color;
fixed4 tex2 = tex2D(_Texture2, IN.uv_Texture1) * _Color;
fixed4 tex3 = tex2D(_Texture3, IN.uv_Texture1) * _Color;
fixed3 normal1 = UnpackNormal(tex2D(_Texture1Normal, IN.uv_Texture1));
fixed3 normal2 = UnpackNormal(tex2D(_Texture2Normal, IN.uv_Texture1));
fixed3 normal3 = UnpackNormal(tex2D(_Texture3Normal, IN.uv_Texture1));
float t1 = (1 / (1 * pow(2, color.r * _Scale)) + 1) / 2;
float t2 = (1 / (1 * pow(2, color.g * _Scale)) + 1) / 2;
float t3 = (1 / (1 * pow(2, color.b * _Scale)) + 1) / 2;
float tSum = t1 + t2 + t3;
t1 /= tSum;
t2 /= tSum;
t3 /= tSum;
tex1 *= t1;
tex2 *= t2;
tex3 *= t3;
o.Albedo = (tex1 + tex2 + tex3);
// Metallic and smoothness come from slider variables
o.Normal = (normal1 * t1 + normal2 * t2 + normal3 * t3);
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Occlusion = 1;
o.Alpha = 1;
}
ENDCG
}
FallBack "Diffuse"
}
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