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How to change shader normal uvs?
okay, I need that world coordinate uv thing, so I copied the one from the prototyping asset. but I can't quite understand how to write this right, I've searched for hours, but no one seems facing the same problem. I hope you can see it from the script, the error is in the line:
o.Normal = UnpackNormal(tex2);
theres the full scipt/shader:
Shader "Custom/NewSurfaceShader1" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_BumpMap("Bumpmap", 2D) = "bump" {}
_BaseScale("Base Tiling", Vector) = (1,1,1,0)
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
sampler2D _BumpMap;
struct Input {
float2 uv_MainTex;
float2 uv_BumpMap;
float3 worldPos;
float3 worldNormal;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
fixed3 _BaseScale;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 texXY = tex2D(_MainTex, IN.worldPos.xy * _BaseScale.z);// IN.uv_MainTex);
fixed4 texXZ = tex2D(_MainTex, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
fixed4 texYZ = tex2D(_MainTex, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
fixed3 mask = fixed3(
dot(IN.worldNormal, fixed3(0, 0, 1)),
dot(IN.worldNormal, fixed3(0, 1, 0)),
dot(IN.worldNormal, fixed3(1, 0, 0)));
fixed4 tex =
texXY * abs(mask.x) +
texXZ * abs(mask.y) +
texYZ * abs(mask.z);
fixed4 c = tex * _Color;
o.Albedo = c.rgb;
fixed4 texXY2 = tex2D(_BumpMap, IN.worldPos.xy * _BaseScale.z);// IN.uv_MainTex);
fixed4 texXZ2 = tex2D(_BumpMap, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
fixed4 texYZ2 = tex2D(_BumpMap, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
fixed3 mask2 = fixed3(
dot(IN.worldNormal, fixed3(0, 0, 1)),
dot(IN.worldNormal, fixed3(0, 1, 0)),
dot(IN.worldNormal, fixed3(1, 0, 0)));
fixed4 tex2 =
texXY2 * abs(mask2.x) +
texXZ2 * abs(mask2.y) +
texYZ2 * abs(mask2.z);
o.Normal = UnpackNormal(tex2);
//o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
// Albedo comes from a texture tinted by color
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
thanks in advice
What exactly are you trying to do? Is this some form of triplanar shader?
Triplanar? I have a texture for each of my tiles and a second one with uses world coordinates and I want both to have a normal map. It's like the worldCoordinate Diffuse Shader, but I want to add a normal map to it. So how to make a normal map use WorldCoordinate UVs? (should I update the question title Tto this one?) I hope everyone knows what worldUVs mean, it's hard to explain, if you move a cube the texture stays in place and the texture can be bigger than the cube and if you put many cubes together you get the full texture or a part of it, so you can have a big scale texture on the same object, what's perfect for variety of you have any kind of procedural level out of cubes or planes or whatever elements.
Ah, ok. Triplanar texturing works in the same way, except uses object space coordinates rather than world space. I believe I did triplanar normals once, but I can't remember how I fixed this. Try the following:
fixed4 texXY2 = tex2D(_Bump$$anonymous$$ap, IN.worldPos.xy * _BaseScale.z);// IN.uv_$$anonymous$$ainTex);
fixed4 texXZ2 = tex2D(_Bump$$anonymous$$ap, IN.worldPos.xz * _BaseScale.y);// IN.uv_$$anonymous$$ainTex);
fixed4 texYZ2 = tex2D(_Bump$$anonymous$$ap, IN.worldPos.yz * _BaseScale.x);// IN.uv_$$anonymous$$ainTex);
fixed3 mask2 = fixed3(
dot(IN.worldNormal, fixed3(0, 0, 1)),
dot(IN.worldNormal, fixed3(0, 1, 0)),
dot(IN.worldNormal, fixed3(1, 0, 0)));
fixed4 tex2 =
texXY2 * abs(mask2.x) +
texXZ2 * abs(mask2.y) * 2 - 1 +
texYZ2 * abs(mask2.z) * 2 - 1;
o.Normal = UnpackNormal(tex2);