Created
July 16, 2019 18:04
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Shader "ProcHexGridSurfShader" | |
{ | |
Properties | |
{ | |
_Color ("Color", Color) = (1,1,1,1) | |
_AlbedoMaps("Albedo (RGB)", 2DArray) = "white" {} | |
_Glossiness("Smoothness", Range(0,1)) = 0.5 | |
_Metallic("Metallic", Range(0,1)) = 0.0 | |
_HexScale("Hex Scale", Range(0,1)) = 1.0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" } | |
LOD 200 | |
CGPROGRAM | |
// Physically based Standard lighting model, and enable shadows on all light types | |
#pragma surface surf Standard fullforwardshadows addshadow vertex:my_vert_func | |
#pragma require 2darray | |
#pragma target 5.0 | |
UNITY_DECLARE_TEX2DARRAY(_AlbedoMaps); | |
struct Input | |
{ | |
float2 uv_AlbedoMaps; | |
float MainTexLayer; | |
}; | |
half _Glossiness; | |
half _Metallic; | |
half _HexScale; | |
fixed4 _Color; | |
uniform float4x4 ObjectToWorld; | |
uniform float4 CellToXyAsFloat4; | |
struct Point { | |
float3 vertex; | |
float3 normal; | |
float2 uv; | |
}; | |
#ifdef SHADER_API_D3D11 | |
StructuredBuffer<Point> points; | |
StructuredBuffer<int3> cells; // xy = cell location as Q,R; z = texture layer | |
#endif | |
// 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) | |
struct my_appdata_custom { | |
float4 vertex : POSITION; | |
float3 normal : NORMAL; | |
float4 texcoord : TEXCOORD0; | |
float4 texcoord1 : TEXCOORD1; | |
float4 texcoord2 : TEXCOORD2; | |
uint vid : SV_VertexID; | |
}; | |
void my_vert_func(inout my_appdata_custom v, out Input o) { | |
#ifdef SHADER_API_D3D11 | |
int instance = v.vid / 12; | |
int instanceVertId = v.vid % 12; | |
float2x2 CellToXy = float2x2(CellToXyAsFloat4.x, CellToXyAsFloat4.z, | |
CellToXyAsFloat4.y, CellToXyAsFloat4.w); | |
int3 cell = cells[instance]; | |
float2 center = mul(CellToXy, float2(cell.xy)); | |
float3 corner_pos = points[instanceVertId].vertex * _HexScale; | |
corner_pos.xy += center; | |
float3 vertex_position = mul(ObjectToWorld, float4(corner_pos, 1)); | |
float3 vertex_normal = mul(ObjectToWorld, float4(points[instanceVertId].normal, 0)); | |
float2 vertex_uv = points[instanceVertId].uv; | |
v.vertex.xyz = vertex_position; | |
v.normal = vertex_normal; | |
v.texcoord.xy = vertex_uv; | |
v.texcoord1.xy = vertex_uv; | |
v.texcoord2.xy = vertex_uv; | |
// custom struct fields in Input struct | |
UNITY_INITIALIZE_OUTPUT(Input, o); | |
o.MainTexLayer = float(cell.z); | |
#endif | |
} | |
void mycolor(Input IN, SurfaceOutputStandard o, inout fixed4 color) | |
{ | |
//color += 0.5; | |
} | |
void surf (Input IN, inout SurfaceOutputStandard o) | |
{ | |
// Albedo comes from a texture array tinted by color | |
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_AlbedoMaps, float3(IN.uv_AlbedoMaps.xy, IN.MainTexLayer))* _Color; | |
o.Albedo = c.rgb; | |
// Metallic and smoothness come from slider variables | |
o.Metallic = _Metallic; | |
o.Smoothness = _Glossiness; | |
o.Alpha = c.a; | |
} | |
ENDCG | |
} | |
FallBack "Diffuse" | |
} |
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