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- Shader "Custom/WorldCoord Diffuse" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _BaseScale ("Base Tiling", Vector) = (1,1,1,0)
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- LOD 150
- CGPROGRAM
- #pragma surface surf Lambert
- sampler2D _MainTex;
- fixed4 _Color;
- fixed3 _BaseScale;
- struct Input {
- float2 uv_MainTex;
- float3 worldPos;
- float3 worldNormal;
- };
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 texXY = tex2D(_MainTex, IN.worldPos.xy * _BaseScale.z);// IN.uv_MainTex);
- fixed4 texXZ = tex2D(_MainTex, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
- fixed4 texYZ = tex2D(_MainTex, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
- fixed3 mask = fixed3(
- dot (IN.worldNormal, fixed3(0,0,1)),
- dot (IN.worldNormal, fixed3(0,1,0)),
- dot (IN.worldNormal, fixed3(1,0,0)));
-
- fixed4 tex =
- texXY * abs(mask.x) +
- texXZ * abs(mask.y) +
- texYZ * abs(mask.z);
- fixed4 c = tex * _Color;
- o.Albedo = c.rgb;
- }
- ENDCG
- }
- FallBack "Diffuse"
- }
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