Files
my-project/Assets/Blocks/Shaders/VoxelLit.shader
unknown 087db550f1 bloak
2026-04-16 18:19:23 +05:00

56 lines
1.6 KiB
Plaintext
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
Shader "Blocks/VoxelLit"
{
Properties
{
_MainTexArray ("Texture Array", 2DArray) = "" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.0
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Standard surface shader с кастомным vertex для передачи texIndex
#pragma surface surf Standard fullforwardshadows vertex:vert
#pragma target 3.5
#pragma require 2darray
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
struct Input
{
float2 uv_MainTexArray; // стандартный UV (0-1 по грани)
float texIndex; // индекс слоя в Texture2DArray
};
half _Glossiness;
half _Metallic;
// Vertex-функция: читаем texIndex из канала UV1 (mesh.uv2)
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input, o);
o.uv_MainTexArray = v.texcoord.xy;
o.texIndex = v.texcoord1.x; // UV1.x = индекс текстуры
}
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(
_MainTexArray,
float3(IN.uv_MainTexArray, IN.texIndex)
);
o.Albedo = c.rgb;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}