Singularity/Library/PackageCache/com.unity.timeline@1.6.4/Samples~/GameplaySequenceDemo/Shaders/WorldSpaceGrid.shader

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2024-05-06 14:45:45 -04:00
Shader "PlaceHolder/WorldSpaceGrid"
{
Properties
{
[Toggle] _EnableWorldSpace("Enable World Space", int) = 1
_Color ("Color", Color) = (0.61,0.61,0.61,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Scale("Scale", float) = 1.0
_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
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float4 color : COLOR;
float2 uv_MainTex;
float3 worldPos;
float3 worldNormal;
};
half _Glossiness;
half _Metallic;
int _EnableWorldSpace;
fixed4 _Color;
half _Scale;
// 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)
{
float2 UV;
fixed4 c;
if (_EnableWorldSpace == 1)
{
if (abs(IN.worldNormal.x) > 0.5)
{
UV = IN.worldPos.yz; // side
c = tex2D(_MainTex, UV* _Scale);
}
else if (abs(IN.worldNormal.z) > 0.5)
{
UV = IN.worldPos.xy; // front
c = tex2D(_MainTex, UV* _Scale);
}
else
{
UV = IN.worldPos.xz; // top
c = tex2D(_MainTex, UV* _Scale);
}
o.Albedo = c.rgb * _Color;
}
else
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex*_Scale) * _Color;
o.Albedo = c.rgb * _Color;
}
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}