Remove useless files, add hands
This commit is contained in:
@@ -1,70 +0,0 @@
|
||||
/************************************************************************************
|
||||
|
||||
Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
|
||||
|
||||
See SampleFramework license.txt for license terms. Unless required by applicable law
|
||||
or agreed to in writing, the sample code is provided <20>AS IS<49> WITHOUT WARRANTIES OR
|
||||
CONDITIONS OF ANY KIND, either express or implied. See the license for specific
|
||||
language governing permissions and limitations under the license.
|
||||
|
||||
************************************************************************************/
|
||||
|
||||
Shader "Custom/TriPlanarWorld" {
|
||||
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
|
||||
}
|
||||
SubShader {
|
||||
Tags { "RenderType"="Opaque" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
// Physically based Standard lighting model, and enable shadows on all light types
|
||||
#pragma surface surf Standard fullforwardshadows vertex:vert
|
||||
|
||||
// Use shader model 3.0 target, to get nicer looking lighting
|
||||
#pragma target 3.0
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
struct Input {
|
||||
float2 uv_MainTex;
|
||||
float3 worldPos;
|
||||
float3 worldNormal;
|
||||
float4 vertColor : COLOR;
|
||||
};
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
|
||||
void vert(inout appdata_full v, out Input o) {
|
||||
UNITY_INITIALIZE_OUTPUT(Input, o);
|
||||
o.vertColor = v.color;
|
||||
o.vertColor = float4(1, 0, 1, 1);
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o) {
|
||||
float3 absNormal = abs(IN.worldNormal);
|
||||
|
||||
// exponentially scale the absNormal so that it strongly biases to a single cardinal axis.
|
||||
absNormal = normalize(pow(absNormal, 5));
|
||||
|
||||
fixed4 x = tex2D(_MainTex, IN.worldPos.yz);
|
||||
fixed4 y = tex2D(_MainTex, IN.worldPos.xz);
|
||||
fixed4 z = tex2D(_MainTex, IN.worldPos.xy);
|
||||
|
||||
fixed4 c = x * absNormal.x + y * absNormal.y + z * absNormal.z;
|
||||
c *= _Color * IN.vertColor;
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
//o.Albedo = abs(IN.worldNormal);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8de0f603bcd864c41a6fbf4c1788ef9c
|
||||
timeCreated: 1505320893
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user