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// https://twitter.com/shanecelis/status/1024022967532101633 | |
Shader "Custom/Lit Flat Height Field" { | |
Properties { | |
_Color ("Color", Color) = (1,1,1,1) | |
_MainTex ("Albedo (RGB)", 2D) = "white" {} | |
_HeightField ("Height Field", 2D) = "black" {} | |
_Glossiness ("Smoothness", Range(0,1)) = 0.5 | |
_Metallic ("Metallic", Range(0,1)) = 0.0 | |
} | |
SubShader { | |
Tags { "RenderType"="Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows vertex:vert addshadow | |
// Use shader model 3.0 target, to get nicer looking lighting | |
#pragma target 3.0 | |
sampler2D _MainTex; | |
sampler2D _HeightField; | |
struct Input { | |
float2 uv_MainTex; | |
float2 uv_HeightField; | |
float3 worldPos; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
fixed4 _Color; | |
void vert( inout appdata_full v ) { | |
fixed4 col = tex2Dlod(_HeightField, v.texcoord); | |
// The red channel is the height of our field. | |
v.vertex.y += col.r; | |
} | |
// 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_BUFFER_START(Props) | |
// put more per-instance properties here | |
UNITY_INSTANCING_BUFFER_END(Props) | |
void surf (Input IN, inout SurfaceOutputStandard o) { | |
// Albedo comes from a texture tinted by color | |
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; | |
o.Albedo = c.rgb; | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
// Here's where we compute our normals. | |
float3 normal_world = normalize(cross(ddx(IN.worldPos), ddy(IN.worldPos))); | |
// TIL o.Normal is in object space. | |
o.Normal = mul(unity_WorldToObject, float4(normal_world, 0)).xyz; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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