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Parallax.shader
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Parallax.shader
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Shader "BASICxSHADER/Texturing/Parallax" {
Properties {
_MainTex ("Main Texture", 2D) = "white" {}
_SpecTex ("Specular Texture", 2D) = "black" {}
_Shininess ("Shininess", Float) = 20
_NormalTex ("Normal Texture", 2D) = "bump" {}
_HeightTex ("Height Texture", 2D) = "gray" {}
_Parallax ("Parallax", Range(0.01, 0.1)) = 0.01
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform fixed4 _LightColor0;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _SpecTex;
uniform float4 _SpecTex_ST;
uniform half _Shininess;
uniform sampler2D _NormalTex;
uniform float4 _NormalTex_ST;
uniform sampler2D _HeightTex;
uniform float4 _HeightTex_ST;
uniform half _Parallax;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
float4 tangent : TANGENT;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 tangent : TEXCOORD2;
float3 binormal : TEXCOORD3;
float3 tangentView : TEXCOORD4;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
o.uv = v.uv;
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.tangent = normalize(mul(unity_ObjectToWorld, v.tangent).xyz);
o.binormal = cross(o.normal, o.tangent) * v.tangent.w;
// Tangent Space
float3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w;
float3 objectView = mul(unity_WorldToObject, _WorldSpaceCameraPos).xyz - v.vertex.xyz;
o.tangentView = mul(float3x3(v.tangent.xyz, binormal, v.normal), objectView);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Height Map
half heightTex = tex2D(_HeightTex, i.uv * _HeightTex_ST.xy + _HeightTex_ST.zw).r;
float2 uv = i.uv + (i.tangentView.xy / i.tangentView.z) * (heightTex - 0.5) * _Parallax;
// Normal Map
half4 normalTex = tex2D(_NormalTex, uv * _NormalTex_ST.xy + _NormalTex_ST.zw);
#if defined(UNITY_NO_DXT5nm)
half3 tangentCoord = normalTex.rgb * 2.0 - 1.0;
#else
half3 tangentCoord = float3(normalTex.ag * 2.0 - 1.0, 0);
tangentCoord.z = sqrt(1 - dot(tangentCoord.xy, tangentCoord.xy));
#endif
half3 normal = normalize(mul(tangentCoord, float3x3(i.tangent, i.binormal, i.normal)));
// Vector
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
half3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.posWorld);
half3 halfDir = normalize(lightDir + viewDir);
// Dot
half NdotL = saturate(dot(normal, lightDir));
half NdotH = saturate(dot(normal, halfDir));
// Color Map
fixed4 mainTex = tex2D(_MainTex, uv * _MainTex_ST.xy + _MainTex_ST.zw);
fixed3 diffuse = _LightColor0.rgb * mainTex.rgb * NdotL;
// Gloss Map
fixed4 specTex = tex2D(_SpecTex, uv * _SpecTex_ST.xy + _SpecTex_ST.zw);
fixed3 specular = _LightColor0.rgb * specTex.rgb * pow(NdotH, _Shininess) * specTex.a;
// Color
fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.rgb * mainTex.rgb;
fixed4 color = fixed4(ambient + diffuse + specular, 1.0);
return color;
}
ENDCG
}
}
}