Another Example: Normal Mapping for a Triplanar Shader – Ben Golus – Medium
Shader "Toon/Lit Tri Planar Normal" {
Properties{
_Color("Main Color", Color) = (0.5,0.5,0.5,1)
_MainTex("Top Texture", 2D) = "white" {}
_NormalT("Top Normal", 2D) = "bump" {}
_MainTexSide("Side/Bottom Texture", 2D) = "white" {}
_Normal("Side/Bottom Normal", 2D) = "bump" {}
_Ramp("Toon Ramp (RGB)", 2D) = "gray" {}
_Noise("Noise", 2D) = "white" {}
_Scale("Top Scale", Range(-2,2)) = 1
_SideScale("Side Scale", Range(-2,2)) = 1
_NoiseScale("Noise Scale", Range(-2,2)) = 1
_TopSpread("TopSpread", Range(-2,2)) = 1
_EdgeWidth("EdgeWidth", Range(0,0.5)) = 1
_RimPower("Rim Power", Range(-2,20)) = 1
_RimColor("Rim Color Top", Color) = (0.5,0.5,0.5,1)
_RimColor2("Rim Color Side/Bottom", Color) = (0.5,0.5,0.5,1)
}
SubShader{
Tags{ "RenderType" = "Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf ToonRamp
sampler2D _Ramp;
// custom lighting function that uses a texture ramp based
// on angle between light direction and normal
#pragma lighting ToonRamp exclude_path:prepass
inline half4 LightingToonRamp(SurfaceOutput s, half3 lightDir, half atten)
{
#ifndef USING_DIRECTIONAL_LIGHT
lightDir = normalize(lightDir);
#endif
half d = dot(s.Normal, lightDir)*0.5 + 0.5;
half3 ramp = tex2D(_Ramp, float2(d,d)).rgb;
half4 c;
c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
c.a = 0;
return c;
}
sampler2D _MainTex, _MainTexSide, _Normal, _Noise, _NormalT;
float4 _Color, _RimColor, _RimColor2;
float _RimPower;
float _TopSpread, _EdgeWidth;
float _Scale, _SideScale, _NoiseScale;
struct Input {
float2 uv_MainTex : TEXCOORD0;
float3 worldPos; // world position built-in value
float3 worldNormal; INTERNAL_DATA // world normal built-in value
float3 viewDir;// view direction built-in value we're using for rimlight
};
void surf(Input IN, inout SurfaceOutput o) {
// clamp (saturate) and increase(pow) the worldnormal value to use as a blend between the projected textures
float3 worldNormalE = WorldNormalVector(IN, o.Normal);
float3 blendNormal = saturate(pow(worldNormalE * 1.4,4));
// normal noise triplanar for x, y, z sides
float3 xn = tex2D(_Noise, IN.worldPos.zy * _NoiseScale);
float3 yn = tex2D(_Noise, IN.worldPos.zx * _NoiseScale);
float3 zn = tex2D(_Noise, IN.worldPos.xy * _NoiseScale);
// lerped together all sides for noise texture
float3 noisetexture = zn;
noisetexture = lerp(noisetexture, xn, blendNormal.x);
noisetexture = lerp(noisetexture, yn, blendNormal.y);
// triplanar for top texture for x, y, z sides
float3 xm = tex2D(_MainTex, IN.worldPos.zy * _Scale);
float3 zm = tex2D(_MainTex, IN.worldPos.xy * _Scale);
float3 ym = tex2D(_MainTex, IN.worldPos.zx * _Scale);
// lerped together all sides for top texture
float3 toptexture = zm;
toptexture = lerp(toptexture, xm, blendNormal.x);
toptexture = lerp(toptexture, ym, blendNormal.y);
// triplanar for top normal for x, y, z sides
float3 xnnt = UnpackNormal(tex2D(_NormalT, IN.worldPos.zy * _Scale));
float3 znnt = UnpackNormal(tex2D(_NormalT, IN.worldPos.xy * _Scale));
float3 ynnt = UnpackNormal(tex2D(_NormalT, IN.worldPos.zx * _Scale));
// lerped together all sides for top normal
float3 toptextureNormal = znnt;
toptextureNormal = lerp(toptextureNormal, xnnt, blendNormal.x);
toptextureNormal = lerp(toptextureNormal, ynnt, blendNormal.y);
// triplanar for side normal for x, y, z sides
float3 xnn = UnpackNormal(tex2D(_Normal, IN.worldPos.zy * _Scale));
float3 znn = UnpackNormal(tex2D(_Normal, IN.worldPos.xy * _Scale));
float3 ynn = UnpackNormal(tex2D(_Normal, IN.worldPos.zx * _Scale));
// lerped together all sides for side normal
float3 sidetextureNormal = znn;
sidetextureNormal = lerp(sidetextureNormal, xnn, blendNormal.x);
sidetextureNormal = lerp(sidetextureNormal, ynn, blendNormal.y);
// triplanar for side and bottom texture, x,y,z sides
float3 x = tex2D(_MainTexSide, IN.worldPos.zy * _SideScale);
float3 y = tex2D(_MainTexSide, IN.worldPos.zx * _SideScale);
float3 z = tex2D(_MainTexSide, IN.worldPos.xy * _SideScale);
// lerped together all sides for side bottom texture
float3 sidetexture = z;
sidetexture = lerp(sidetexture, x, blendNormal.x);
sidetexture = lerp(sidetexture, y, blendNormal.y);
// dot product of world normal and surface normal + noise
float worldNormalDotNoise = dot(o.Normal + (noisetexture.y + (noisetexture * 0.5)), worldNormalE.y);
// if dot product is higher than the top spread slider, multiplied by triplanar mapped top texture
// step is replacing an if statement to avoid branching :
// if (worldNormalDotNoise > _TopSpread{ o.Albedo = toptexture}
float3 topTextureResult = step(_TopSpread, worldNormalDotNoise) * toptexture;
float3 topNormalResult = step(_TopSpread, worldNormalDotNoise) * toptextureNormal;
// if dot product is lower than the top spread slider, multiplied by triplanar mapped side/bottom texture
float3 sideTextureResult = step(worldNormalDotNoise, _TopSpread) * sidetexture;
float3 sideNormalResult = step(worldNormalDotNoise, _TopSpread) * sidetextureNormal;
// if dot product is in between the two, make the texture darker
float3 topTextureEdgeResult = step(_TopSpread, worldNormalDotNoise) * step(worldNormalDotNoise, _TopSpread + _EdgeWidth) * -0.15;
// final normal
o.Normal = topNormalResult + sideNormalResult;
// final albedo color
o.Albedo = topTextureResult + sideTextureResult + topTextureEdgeResult;
o.Albedo *= _Color;
// adding the fuzzy rimlight(rim) on the top texture, and the harder rimlight (rim2) on the side/bottom texture
// rim light for fuzzy top texture
half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal * noisetexture));
// rim light for side/bottom texture
half rim2 = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = step(_TopSpread, worldNormalDotNoise) * _RimColor.rgb * pow(rim, _RimPower) + step(worldNormalDotNoise, _TopSpread) * _RimColor2.rgb * pow(rim2, _RimPower);
}
ENDCG
}
Fallback "Diffuse"
}