Files
VRCBoard-Udon/Materials/VRCBoardImageShader.shader

99 lines
3.7 KiB
GLSL

Shader "VRCBoard/VRCBoardAtlasShader"
{
Properties
{
// _MainTex
_MainTexAtlas("Albedo", 2D) = "white" {}
[HideInInspector] _MainTexAtlasSize("Atlas Size", int) = 1
[HideInInspector] _MainTexAtlasIndex("Atlas Position", int) = 0
[HideInInspector] _MainTexColor("Color", Color) = (1,1,1,1)
// _EmissionMap
_EmissionMapAtlas("Emission", 2D) = "black" {}
[HideInInspector] _EmissionMapAtlasSize("Emission Atlas Size", int) = 1
[HideInInspector] _EmissionMapAtlasIndex("Emission Atlas Position", int) = 0
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
// _NormalMap
_NormalMapAtlas("Normal", 2D) = "bump" {}
[HideInInspector] _NormalMapAtlasSize("Normal Atlas Size", int) = 1
[HideInInspector] _NormalMapAtlasIndex("Normal Atlas Position", int) = 0
[HideInInspector] _NormalMapScale("Normal Scale", float) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
#pragma target 3.0
sampler2D _MainTexAtlas;
sampler2D _EmissionMapAtlas;
sampler2D _NormalMapAtlas;
uint _MainTexAtlasSize;
uint _MainTexAtlasIndex;
float4 _MainTexColor;
uint _EmissionMapAtlasSize;
uint _EmissionMapAtlasIndex;
float4 _EmissionColor;
uint _NormalMapAtlasSize;
uint _NormalMapAtlasIndex;
float _NormalMapScale;
struct Input
{
float2 uv_MainTexAtlas;
float2 uv_EmissionMapAtlas;
float2 uv_NormalMapAtlas;
};
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
_MainTexAtlasIndex = _MainTexAtlasIndex+_MainTexAtlasSize;
_EmissionMapAtlasIndex = _EmissionMapAtlasIndex+_EmissionMapAtlasSize;
_NormalMapAtlasIndex = _NormalMapAtlasIndex+_NormalMapAtlasSize;
float2 MainTexAtlasUV = float2(
(float(_MainTexAtlasIndex % _MainTexAtlasSize) + IN.uv_MainTexAtlas.x) / _MainTexAtlasSize,
1.0 - (float(_MainTexAtlasIndex / _MainTexAtlasSize) - IN.uv_MainTexAtlas.y) / _MainTexAtlasSize
);
float2 EmissionMapAtlasUV = float2(
(float(_EmissionMapAtlasIndex % _EmissionMapAtlasSize) + IN.uv_EmissionMapAtlas.x) / _EmissionMapAtlasSize,
1.0 - (float(_EmissionMapAtlasIndex / _EmissionMapAtlasSize) - IN.uv_EmissionMapAtlas.y) / _EmissionMapAtlasSize
);
float2 NormalMapAtlasUV = float2(
(float(_NormalMapAtlasIndex % _NormalMapAtlasSize) + IN.uv_NormalMapAtlas.x) / _NormalMapAtlasSize,
1.0 - (float(_NormalMapAtlasIndex / _NormalMapAtlasSize) - IN.uv_NormalMapAtlas.y) / _NormalMapAtlasSize
);
fixed4 c = tex2D (_MainTexAtlas, MainTexAtlasUV);
fixed4 e = tex2D (_EmissionMapAtlas, EmissionMapAtlasUV);
fixed4 n = tex2D (_NormalMapAtlas, NormalMapAtlasUV);
o.Albedo = c.rgb * _MainTexColor.rgb;
o.Emission = e.rgb * _EmissionColor.rgb;
o.Normal = UnpackNormal(n);
}
ENDCG
}
FallBack "Diffuse"
CustomEditor "VRCBoard.VRCBoardShaderEditor"
}