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86 lines
2.6 KiB
86 lines
2.6 KiB
Shader "PlaceHolder/WorldSpaceGrid" |
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{ |
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Properties |
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{ |
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[Toggle] _EnableWorldSpace("Enable World Space", int) = 1 |
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_Color ("Color", Color) = (0.61,0.61,0.61,1) |
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_MainTex ("Albedo (RGB)", 2D) = "white" {} |
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_Scale("Scale", float) = 1.0 |
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_Glossiness ("Smoothness", Range(0,1)) = 0.5 |
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_Metallic ("Metallic", Range(0,1)) = 0.0 |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" } |
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LOD 200 |
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CGPROGRAM |
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// Physically based Standard lighting model, and enable shadows on all light types |
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#pragma surface surf Standard fullforwardshadows |
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// Use shader model 3.0 target, to get nicer looking lighting |
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#pragma target 3.0 |
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sampler2D _MainTex; |
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struct Input |
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{ |
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float4 color : COLOR; |
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float2 uv_MainTex; |
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float3 worldPos; |
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float3 worldNormal; |
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}; |
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half _Glossiness; |
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half _Metallic; |
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int _EnableWorldSpace; |
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fixed4 _Color; |
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half _Scale; |
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// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. |
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// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. |
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// #pragma instancing_options assumeuniformscaling |
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UNITY_INSTANCING_BUFFER_START(Props) |
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// put more per-instance properties here |
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UNITY_INSTANCING_BUFFER_END(Props) |
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void surf (Input IN, inout SurfaceOutputStandard o) |
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{ |
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float2 UV; |
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fixed4 c; |
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if (_EnableWorldSpace == 1) |
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{ |
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if (abs(IN.worldNormal.x) > 0.5) |
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{ |
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UV = IN.worldPos.yz; // side |
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c = tex2D(_MainTex, UV* _Scale); |
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} |
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else if (abs(IN.worldNormal.z) > 0.5) |
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{ |
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UV = IN.worldPos.xy; // front |
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c = tex2D(_MainTex, UV* _Scale); |
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} |
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else |
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{ |
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UV = IN.worldPos.xz; // top |
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c = tex2D(_MainTex, UV* _Scale); |
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} |
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o.Albedo = c.rgb * _Color; |
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} |
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else |
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{ |
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex*_Scale) * _Color; |
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o.Albedo = c.rgb * _Color; |
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} |
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// Metallic and smoothness come from slider variables |
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o.Metallic = _Metallic; |
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o.Smoothness = _Glossiness; |
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o.Alpha = c.a; |
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} |
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ENDCG |
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} |
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FallBack "Diffuse" |
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}
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