Added basic character controller via importing Starter Assets from Unity.
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{
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Properties
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{
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//Maps
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_BaseTex("Albedo (RGB)", 2D) = "white" {}
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_BumpMap("Normal", 2D) = "bump" {}
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_MetallicMap("MetallicMap", 2D) = "black"{}
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_MaterialMask("Mask", 2D) = "black" {}
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//base - mask texture R
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_BaseColor("Base Color", Color) = (1,1,1,1)
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_BaseMetallic("Base Metallic", Range(0,1)) = 1
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_BaseGlossiness("Base Smoothness", Range(0,1)) = 0.5
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//layer 1 - mask texture G
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_Layer1Color("Layer1 Color", Color) = (1,1,1,1)
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_Layer1Glossiness("Layer1 Smoothness", Range(0,1)) = 0.5
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_Layer1Metallic("Layer1 Metallic", Range(0,1)) = 0.0
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//layer 2 - mask texture B
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_Layer2Color("Layer2 Color", Color) = (1,1,1,1)
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_Layer2Glossiness("Layer2 Smoothness", Range(0,1)) = 0.5
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_Layer2Metallic("Layer2 Metallic", Range(0,1)) = 0.0
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{
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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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// Use shader model 3.0 target, to get nicer looking lighting
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#pragma target 3.0
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sampler2D _BaseTex;
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sampler2D _BumpMap;
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sampler2D _MaterialMask;
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struct Input
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{
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float2 uv_BaseTex;
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};
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half _BaseMetallic;
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half _BaseGlossiness;
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half _Layer1Glossiness;
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half _Layer1Metallic;
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half _Layer2Glossiness;
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half _Layer2Metallic;
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fixed4 _BaseColor;
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fixed4 _Layer1Color;
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fixed4 _Layer2Color;
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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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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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// Albedo map
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fixed4 mainCall = tex2D(_BaseTex, IN.uv_BaseTex);
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fixed4 materialMask = tex2D(_MaterialMask, IN.uv_BaseTex);
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//setup colors for each layer
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fixed4 baseColor = mainCall * _BaseColor;
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fixed4 layer1Color = mainCall * _Layer1Color;
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fixed4 layer2Color = mainCall * _Layer2Color;
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fixed4 color = lerp(lerp( baseColor, layer1Color, materialMask.g), layer2Color ,materialMask.b);
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// Normal Map
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o.Normal = normalMap;
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// Metallic
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fixed4 baseMetallic = _BaseMetallic;
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fixed4 layer1Metallic = _Layer1Metallic;
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fixed4 layer2Metallic = _Layer2Metallic;
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fixed4 metallic = lerp(lerp(baseMetallic, layer1Metallic, materialMask.g), layer2Metallic, materialMask.b);
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o.Metallic = metallic.r;
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// Smoothness
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fixed4 g = mainCall.a;
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fixed4 baseGlossiness = g * _BaseGlossiness;
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fixed4 layer1Glossiness = g * _Layer1Glossiness;
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fixed4 layer2Glossiness = g * _Layer2Glossiness;
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fixed4 glossiness = lerp(lerp(baseGlossiness, layer1Glossiness, materialMask.g), layer2Glossiness, materialMask.b);
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o.Smoothness = glossiness.r;
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o.Alpha = color.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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Shader "Starter Assets/Triplanar" {
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Properties{
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_MainTex("Albedo (RGB)", 2D) = "white" {}
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[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
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_Glossiness("Smoothness", Range(0, 1)) = 0.5
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[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
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[NoScaleOffset] _OcclusionMap("Occlusion", 2D) = "white" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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}
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SubShader{
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Tags { "RenderType" = "Opaque" }
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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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#include "UnityStandardUtils.cginc"
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// flip UVs horizontally to correct for back side projection
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#define TRIPLANAR_CORRECT_PROJECTED_U
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// offset UVs to prevent obvious mirroring
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// #define TRIPLANAR_UV_OFFSET
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// Reoriented Normal Mapping
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// Altered to take normals (-1 to 1 ranges) rather than unsigned normal maps (0 to 1 ranges)
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half3 blend_rnm(half3 n1, half3 n2)
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{
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n1.z += 1;
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n2.xy = -n2.xy;
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return n1 * dot(n1, n2) / n1.z - n2;
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}
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _BumpMap;
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sampler2D _OcclusionMap;
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half _Glossiness;
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half _Metallic;
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half _OcclusionStrength;
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struct Input {
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float3 worldPos;
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float3 worldNormal;
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INTERNAL_DATA
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};
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float3 WorldToTangentNormalVector(Input IN, float3 normal) {
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float3 t2w0 = WorldNormalVector(IN, float3(1,0,0));
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float3 t2w1 = WorldNormalVector(IN, float3(0,1,0));
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float3 t2w2 = WorldNormalVector(IN, float3(0,0,1));
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float3x3 t2w = float3x3(t2w0, t2w1, t2w2);
|
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return normalize(mul(t2w, normal));
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}
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void surf(Input IN, inout SurfaceOutputStandard o) {
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// work around bug where IN.worldNormal is always (0,0,0)!
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IN.worldNormal = WorldNormalVector(IN, float3(0,0,1));
|
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// calculate triplanar blend
|
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half3 triblend = saturate(pow(IN.worldNormal, 4));
|
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triblend /= max(dot(triblend, half3(1,1,1)), 0.0001);
|
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|
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// calculate triplanar uvs
|
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// applying texture scale and offset values ala TRANSFORM_TEX macro
|
||||
float2 uvX = IN.worldPos.zy * _MainTex_ST.xy + _MainTex_ST.zy;
|
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float2 uvY = IN.worldPos.xz * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||
float2 uvZ = IN.worldPos.xy * _MainTex_ST.xy + _MainTex_ST.zy;
|
||||
|
||||
// offset UVs to prevent obvious mirroring
|
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#if defined(TRIPLANAR_UV_OFFSET)
|
||||
uvY += 0.33;
|
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uvZ += 0.67;
|
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#endif
|
||||
|
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// minor optimization of sign(). prevents return value of 0
|
||||
half3 axisSign = IN.worldNormal < 0 ? -1 : 1;
|
||||
|
||||
// flip UVs horizontally to correct for back side projection
|
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#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
|
||||
uvX.x *= axisSign.x;
|
||||
uvY.x *= axisSign.y;
|
||||
uvZ.x *= -axisSign.z;
|
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#endif
|
||||
|
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// albedo textures
|
||||
fixed4 colX = tex2D(_MainTex, uvX);
|
||||
fixed4 colY = tex2D(_MainTex, uvY);
|
||||
fixed4 colZ = tex2D(_MainTex, uvZ);
|
||||
fixed4 col = colX * triblend.x + colY * triblend.y + colZ * triblend.z;
|
||||
|
||||
// occlusion textures
|
||||
half occX = tex2D(_OcclusionMap, uvX).g;
|
||||
half occY = tex2D(_OcclusionMap, uvY).g;
|
||||
half occZ = tex2D(_OcclusionMap, uvZ).g;
|
||||
half occ = LerpOneTo(occX * triblend.x + occY * triblend.y + occZ * triblend.z, _OcclusionStrength);
|
||||
|
||||
// tangent space normal maps
|
||||
half3 tnormalX = UnpackNormal(tex2D(_BumpMap, uvX));
|
||||
half3 tnormalY = UnpackNormal(tex2D(_BumpMap, uvY));
|
||||
half3 tnormalZ = UnpackNormal(tex2D(_BumpMap, uvZ));
|
||||
|
||||
// flip normal maps' x axis to account for flipped UVs
|
||||
#if defined(TRIPLANAR_CORRECT_PROJECTED_U)
|
||||
tnormalX.x *= axisSign.x;
|
||||
tnormalY.x *= axisSign.y;
|
||||
tnormalZ.x *= -axisSign.z;
|
||||
#endif
|
||||
|
||||
half3 absVertNormal = abs(IN.worldNormal);
|
||||
|
||||
// swizzle world normals to match tangent space and apply reoriented normal mapping blend
|
||||
tnormalX = blend_rnm(half3(IN.worldNormal.zy, absVertNormal.x), tnormalX);
|
||||
tnormalY = blend_rnm(half3(IN.worldNormal.xz, absVertNormal.y), tnormalY);
|
||||
tnormalZ = blend_rnm(half3(IN.worldNormal.xy, absVertNormal.z), tnormalZ);
|
||||
|
||||
// apply world space sign to tangent space Z
|
||||
tnormalX.z *= axisSign.x;
|
||||
tnormalY.z *= axisSign.y;
|
||||
tnormalZ.z *= axisSign.z;
|
||||
|
||||
// sizzle tangent normals to match world normal and blend together
|
||||
half3 worldNormal = normalize(
|
||||
tnormalX.zyx * triblend.x +
|
||||
tnormalY.xzy * triblend.y +
|
||||
tnormalZ.xyz * triblend.z
|
||||
);
|
||||
|
||||
// set surface ouput properties
|
||||
o.Albedo = col.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Occlusion = occ;
|
||||
|
||||
// convert world space normals into tangent normals
|
||||
o.Normal = WorldToTangentNormalVector(IN, worldNormal);
|
||||
}
|
||||
ENDCG
|
||||
}
|
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FallBack "Diffuse"
|
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