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Question by Hannibal_Leo · Jun 10, 2016 at 09:50 PM · shaderuvnormalbumpmap

How to change shader normal uvs?

okay, I need that world coordinate uv t$$anonymous$$ng, so I copied the one from the prototyping asset. but I can't quite understand how to write t$$anonymous$$s right, I've searched for hours, but no one seems facing the same problem. I hope you can see it from the script, the error is in the line:

 o.Normal = UnpackNormal(tex2);

theres the full scipt/shader:

 Shader "Custom/NewSurfaceShader1" {
     Properties {
         _Color ("Color", Color) = (1,1,1,1)
         _MainTex ("Albedo (RGB)", 2D) = "w$$anonymous$$te" {}
         _Glossiness ("Smoothness", Range(0,1)) = 0.5
         _Metallic ("Metallic", Range(0,1)) = 0.0
         _BumpMap("Bumpmap", 2D) = "bump" {}
         _BaseScale("Base Tiling", Vector) = (1,1,1,0)
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         // Physically based Standard lighting model, and enable shadows on all light types
         #pragma surface surf Standard fullforwardshadows
 
         // Use shader model 3.0 target, to get nicer looking lighting
         #pragma target 3.0
 
         sampler2D _MainTex;
         sampler2D _BumpMap;
 
         struct Input {
             float2 uv_MainTex;
             float2 uv_BumpMap;
             float3 worldPos;
             float3 worldNormal;
         };
 
         half _Glossiness;
         half _Metallic;
         fixed4 _Color;
         fixed3 _BaseScale;
 
         void surf (Input IN, inout SurfaceOutputStandard o) {
 
             fixed4 texXY = tex2D(_MainTex, IN.worldPos.xy * _BaseScale.z);// IN.uv_MainTex);
             fixed4 texXZ = tex2D(_MainTex, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
             fixed4 texYZ = tex2D(_MainTex, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
             fixed3 mask = fixed3(
                 dot(IN.worldNormal, fixed3(0, 0, 1)),
                 dot(IN.worldNormal, fixed3(0, 1, 0)),
                 dot(IN.worldNormal, fixed3(1, 0, 0)));
 
             fixed4 tex =
                 texXY * abs(mask.x) +
                 texXZ * abs(mask.y) +
                 texYZ * abs(mask.z);
             fixed4 c = tex * _Color;
             o.Albedo = c.rgb;
 
 
             fixed4 texXY2 = tex2D(_BumpMap, IN.worldPos.xy * _BaseScale.z);// IN.uv_MainTex);
             fixed4 texXZ2 = tex2D(_BumpMap, IN.worldPos.xz * _BaseScale.y);// IN.uv_MainTex);
             fixed4 texYZ2 = tex2D(_BumpMap, IN.worldPos.yz * _BaseScale.x);// IN.uv_MainTex);
             fixed3 mask2 = fixed3(
                 dot(IN.worldNormal, fixed3(0, 0, 1)),
                 dot(IN.worldNormal, fixed3(0, 1, 0)),
                 dot(IN.worldNormal, fixed3(1, 0, 0)));
 
             fixed4 tex2 =
                 texXY2 * abs(mask2.x) +
                 texXZ2 * abs(mask2.y) +
                 texYZ2 * abs(mask2.z);
             o.Normal = UnpackNormal(tex2);
             //o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
 
             // Albedo comes from a texture tinted by color
             // Metallic and smoothness come from slider variables
             o.Metallic = _Metallic;
             o.Smoothness = _Glossiness;
             o.Alpha = c.a;
         }
         ENDCG
     }
     FallBack "Diffuse"
 }
 

thanks in advice

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avatar image Namey5 · Jun 11, 2016 at 01:07 PM 0
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avatar image Hannibal_Leo · Jun 12, 2016 at 02:07 AM 0
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avatar image Namey5 Hannibal_Leo · Jun 12, 2016 at 03:22 AM 0
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