ArabDesert/Assets/Editor/x64/Bakery/ftChecker.shader

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Shader "Hidden/ftChecker"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert noinstancing
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
float bakeryLightmapSize;
float3 bakeryLightmapID;
struct Input {
float2 texcoord1;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float2 pri( in float2 x )
{
// see https://www.shadertoy.com/view/MtffWs
float2 h = frac(x/2.0)-0.5;
return x*0.5 + h*(1.0-2.0*abs(h));
}
float2 tri( in float2 x )
{
float2 h = frac(x/2.0)-0.5;
return 1.0-2.0*abs(h);
}
struct vinput
{
float4 vertex : POSITION;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float3 normal : NORMAL0;
float2 texcoord : TEXCOORD0;
float4 tangent : TANGENT;
};
void vert (inout vinput v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.texcoord1 = v.texcoord1 * unity_LightmapST.xy + unity_LightmapST.zw;
}
void surf (Input IN, inout SurfaceOutputStandard o) {
o.Albedo = 0;
o.Smoothness = 0;
//float width, height;
//unity_Lightmap.GetDimensions(width, height);
//float2 resolution = float2(width, height);
// Filtered checker from https://www.shadertoy.com/view/llffWs
float2 uv = IN.texcoord1 * bakeryLightmapSize;// * 0.5f;
float2 uvDx = ddx(uv);
float2 uvDy = ddy(uv);
float2 w = max(abs(uvDx), abs(uvDy)) + 0.01; // filter kernel
float2 i = (tri(uv+0.5*w)-tri(uv-0.5*w))/w; // analytical integral (box filter)
float checker = 0.5 - 0.5*i.x*i.y; // xor pattern
float3 color = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.texcoord1));
color = lerp(saturate(color), checker * bakeryLightmapID, 0.5f);
o.Emission = color;
}
ENDCG
}
FallBack "Diffuse"
}