Replace multiply texture with normal map support

Removed the multiply texture and its strength property, and added support for a normal map with adjustable strength. Updated vertex and fragment shaders to handle tangent space and normal mapping, improving surface detail rendering.
This commit is contained in:
DeMuenu
2025-09-29 01:11:47 +02:00
parent 8780f50ebc
commit 1f1f6f795d

View File

@@ -3,8 +3,8 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MultTex ("Multiply Texture", 2D) = "white" {}
_MultiplicatorTex ("Multiply Texture Strength", Range(0,3)) = 0
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalMapStrength ("Normal Map Strength", Range(0,1)) = 1
_Color ("Color", Color) = (1,1,1,1)
_EmmisiveText ("Emmissive Texture", 2D) = "white" {}
@@ -46,6 +46,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct v2f
@@ -53,13 +54,14 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 uvEmmis : TEXCOORD4;
//UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float2 normUV : TEXCOORD5;
float3 worldTangent : TEXCOORD6;
float3 worldBitangent : TEXCOORD7;
//Moonlight
float3 worldPos : TEXCOORD2;
float3 worldNormal: TEXCOORD3;
//Moonlight END
@@ -67,10 +69,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _MultTex;
float4 _MultTex_ST;
float _MultiplicatorTex;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _Color;
float _NormalMapStrength;
sampler2D _EmmisiveText;
@@ -87,14 +90,22 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = TRANSFORM_TEX(v.uv, _MultTex);
o.normUV = TRANSFORM_TEX(v.uv, _NormalMap);
o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText);
float3 nWS = UnityObjectToWorldNormal(v.normal);
float3 tWS = normalize(UnityObjectToWorldDir(v.tangent.xyz));
float3 bWS = normalize(cross(nWS, tWS) * v.tangent.w);
o.worldNormal = nWS;
o.worldTangent = tWS;
o.worldBitangent= bWS;
//Moonlight Vertex
float4 wp = mul(unity_ObjectToWorld, v.vertex);
o.worldPos = wp.xyz;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
//o.worldNormal = UnityObjectToWorldNormal(v.normal);
//Moonlight Vertex END
return o;
@@ -104,13 +115,17 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 mult = tex2D(_MultTex, i.uv2);
col = lerp(col, mult, _MultiplicatorTex);
fixed4 norm = tex2D(_NormalMap, i.normUV);
fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis);
//Moonlight
float3 N = normalize(i.worldNormal); /*for lambertian diffuse*/
float3 nTS = UnpackNormal(norm);
float3 NmapWS = normalize(i.worldTangent * nTS.x +
i.worldBitangent * nTS.y +
i.worldNormal * nTS.z);
float3 N = normalize(lerp(normalize(i.worldNormal), NmapWS, saturate(_NormalMapStrength)));
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity