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Question by PanzerPotato · Jun 28, 2018 at 04:50 PM · shadershadersshader programmingcgshader writing

Triplanar shaders that use the position and rotation of the attached object (or local Triplanar shaders)

Hi guys,

I've been using Unity for a while now, but I haven't even touched shaders. In the game I'm currently on, I want to create a shader for a camouflage that disregards the scale (and normals, I think?) of the object and only uses it's rotation and position. Here's what it should look like: alt text The camouflage above uses a tri-planer shader, but the problem is that it's relative to the world rather to the object itself. Here's the code:

 Shader "Custom/RelativeShader" {
     Properties {
         _Side("Side", 2D) = "white" {}
         _Top("Top", 2D) = "white" {}
         _Bottom("Bottom", 2D) = "white" {}
         _SideScale("Side Scale", Float) = 2
         _TopScale("Top Scale", Float) = 2
         _BottomScale ("Bottom Scale", Float) = 2
     }
     
     SubShader {
         Tags {
             "Queue"="Geometry"
             "IgnoreProjector"="False"
             "RenderType"="Opaque"
         }
 
         Cull Back
         ZWrite On
         
         CGPROGRAM
         #pragma surface surf Lambert
         #pragma exclude_renderers flash
 
         sampler2D _Side, _Top, _Bottom;
         float _SideScale, _TopScale, _BottomScale;
         
         struct Input {
             float3 worldPos;
             float3 worldNormal;
         };
             
         void surf (Input IN, inout SurfaceOutput o) {
             float3 projNormal = saturate(pow(IN.worldNormal * 1.4, 4));
             
             // SIDE X
             float3 x = tex2D(_Side, frac(IN.worldPos.zy * _SideScale)) * abs(IN.worldNormal.x);
             
             // TOP / BOTTOM
             float3 y = 0;
             if (IN.worldNormal.y > 0) {
                 y = tex2D(_Top, frac(IN.worldPos.zx * _TopScale)) * abs(IN.worldNormal.y);
             } else {
                 y = tex2D(_Bottom, frac(IN.worldPos.zx * _BottomScale)) * abs(IN.worldNormal.y);
             }
             
             // SIDE Z    
             float3 z = tex2D(_Side, frac(IN.worldPos.xy * _SideScale)) * abs(IN.worldNormal.z);
             
             o.Albedo = z;
             o.Albedo = lerp(o.Albedo, x, projNormal.x);
             o.Albedo = lerp(o.Albedo, y, projNormal.y);
         } 
         ENDCG
     }
     Fallback "Diffuse"
 }

Any ideas or alternatives are appreciated, and thanks in advance for your time!

screenshot.png (89.4 kB)
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