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Last active January 28, 2023 23:50
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Keijiro Standard Triplanar Shader with Added Glossiness and Metallic Texture Slots (and updated material inspector)
// Standard shader with triplanar mapping
// https://github.com/keijiro/StandardTriplanar
Shader "Standard Triplanar Slots"
{
Properties
{
_Color("", Color) = (1, 1, 1, 1)
_MainTex("", 2D) = "white" {}
_GlossinessTex("Glossiness (R)", 2D) = "white" {}
_Glossiness("Glossiness Multiplier", Range(0, 1)) = 0.5
_MetallicTex("Metallic (R)", 2D) = "white" {}
[Gamma] _Metallic("Metallic Multiplier", Range(0, 1)) = 0
_BumpScale("", Float) = 1
_BumpMap("", 2D) = "bump" {}
_OcclusionStrength("", Range(0, 1)) = 1
_OcclusionMap("", 2D) = "white" {}
_MapScale("", Float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
CGPROGRAM
#pragma surface surf Standard vertex:vert fullforwardshadows addshadow
#pragma shader_feature _NORMALMAP
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _GLOSSINESSMAP
#pragma shader_feature _METALLICMAP
#pragma target 3.0
half4 _Color;
sampler2D _MainTex;
sampler2D _GlossinessTex;
sampler2D _MetallicTex;
half _Glossiness;
half _Metallic;
half _BumpScale;
sampler2D _BumpMap;
half _OcclusionStrength;
sampler2D _OcclusionMap;
half _MapScale;
struct Input
{
float3 localCoord;
float3 localNormal;
};
void vert(inout appdata_full v, out Input data)
{
UNITY_INITIALIZE_OUTPUT(Input, data);
data.localCoord = v.vertex.xyz;
data.localNormal = v.normal.xyz;
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
// Blending factor of triplanar mapping
float3 bf = normalize(abs(IN.localNormal));
bf /= dot(bf, (float3)1);
// Triplanar mapping
float2 tx = IN.localCoord.yz * _MapScale;
float2 ty = IN.localCoord.zx * _MapScale;
float2 tz = IN.localCoord.xy * _MapScale;
// Base color
half4 cx = tex2D(_MainTex, tx) * bf.x;
half4 cy = tex2D(_MainTex, ty) * bf.y;
half4 cz = tex2D(_MainTex, tz) * bf.z;
half4 color = (cx + cy + cz) * _Color;
o.Albedo = color.rgb;
o.Alpha = color.a;
#ifdef _NORMALMAP
// Normal map
half4 nx = tex2D(_BumpMap, tx) * bf.x;
half4 ny = tex2D(_BumpMap, ty) * bf.y;
half4 nz = tex2D(_BumpMap, tz) * bf.z;
o.Normal = UnpackScaleNormal(nx + ny + nz, _BumpScale);
#endif
#ifdef _OCCLUSIONMAP
// Occlusion map
half ox = tex2D(_OcclusionMap, tx).g * bf.x;
half oy = tex2D(_OcclusionMap, ty).g * bf.y;
half oz = tex2D(_OcclusionMap, tz).g * bf.z;
o.Occlusion = lerp((half4)1, ox + oy + oz, _OcclusionStrength);
#endif
#ifdef _OCCLUSIONMAP
// glossines
half gx = tex2D(_GlossinessTex, tx).r * bf.x;
half gy = tex2D(_GlossinessTex, ty).r * bf.y;
half gz = tex2D(_GlossinessTex, tz).r * bf.z;
half gloss = (gx + gy + gz);
o.Smoothness = gloss* _Glossiness;
#endif
#ifdef _METALLICMAP
// metallic
half mx = tex2D(_MetallicTex, tx).r * bf.x;
half my = tex2D(_MetallicTex, ty).r * bf.y;
half mz = tex2D(_MetallicTex, tz).r * bf.z;
half metal = (mx + my + mz);
o.Metallic = metal* _Metallic;
#endif
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "StandardTriplanarInspector"
}
// Standard shader with triplanar mapping
// https://github.com/keijiro/StandardTriplanar
using UnityEngine;
using UnityEditor;
public class StandardTriplanarInspector : ShaderGUI
{
static class Styles
{
static public readonly GUIContent albedo = new GUIContent("Albedo", "Albedo (RGB)");
static public readonly GUIContent glossiness = new GUIContent("Glossiness", "Glossiness (R)");
static public readonly GUIContent metallic = new GUIContent("Metallic", "Metallic (R)");
static public readonly GUIContent normalMap = new GUIContent("Normal Map", "Normal Map");
static public readonly GUIContent occlusion = new GUIContent("Occlusion", "Occlusion (G)");
}
bool _initialized;
public override void OnGUI(MaterialEditor editor, MaterialProperty[] props)
{
EditorGUI.BeginChangeCheck();
editor.TexturePropertySingleLine(
Styles.albedo, FindProperty("_MainTex", props), FindProperty("_Color", props)
);
editor.TexturePropertySingleLine(
Styles.glossiness, FindProperty("_GlossinessTex", props), FindProperty("_Color", props)
);
editor.TexturePropertySingleLine(
Styles.metallic, FindProperty("_MetallicTex", props), FindProperty("_Color", props)
);
editor.ShaderProperty(FindProperty("_Metallic", props), "Metallic");
editor.ShaderProperty(FindProperty("_Glossiness", props), "Glossiness");
var normal = FindProperty("_BumpMap", props);
editor.TexturePropertySingleLine(
Styles.normalMap, normal,
normal.textureValue ? FindProperty("_BumpScale", props) : null
);
var occ = FindProperty("_OcclusionMap", props);
editor.TexturePropertySingleLine(
Styles.occlusion, occ,
occ.textureValue ? FindProperty("_OcclusionStrength", props) : null
);
editor.ShaderProperty(FindProperty("_MapScale", props), "Texture Scale");
if (EditorGUI.EndChangeCheck() || !_initialized)
foreach (Material m in editor.targets)
SetMaterialKeywords(m);
_initialized = true;
}
static void SetMaterialKeywords(Material material)
{
SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap"));
SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
if (material.HasProperty("_GlossinessMap"))
{
SetKeyword(material, "_GLOSSINESSMAP", material.GetTexture("_GlossinessMap"));
}
if (material.HasProperty("_MetallicMap"))
{
SetKeyword(material, "_METALLICMAP", material.GetTexture("_MetallicMap"));
}
}
static void SetKeyword(Material m, string keyword, bool state)
{
if (state)
m.EnableKeyword(keyword);
else
m.DisableKeyword(keyword);
}
}
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