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@shanecelis
Last active August 30, 2018 19:09
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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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