├── .gitattributes ├── .gitignore ├── Assets ├── CC0Textures.meta ├── CC0Textures │ ├── Rock020_2K_Color.jpg │ ├── Rock020_2K_Color.jpg.meta │ ├── Rock020_2K_Normal_fix.png │ ├── Rock020_2K_Normal_fix.png.meta │ ├── TactilePaving002_2K_Color.jpg │ ├── TactilePaving002_2K_Color.jpg.meta │ ├── TactilePaving002_2K_Normal_fix.png │ └── TactilePaving002_2K_Normal_fix.png.meta ├── HDRP.meta ├── HDRP │ ├── DefaultSettingsVolumeProfile.asset │ ├── DefaultSettingsVolumeProfile.asset.meta │ ├── Foliage Diffusion Profile.asset │ ├── Foliage Diffusion Profile.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── Skin Diffusion Profile.asset │ └── Skin Diffusion Profile.asset.meta ├── Material.meta ├── Material │ ├── Biplanar.shadergraph │ ├── Biplanar.shadergraph.meta │ ├── SpherePaving.mat │ ├── SpherePaving.mat.meta │ ├── SphereRock.mat │ ├── SphereRock.mat.meta │ ├── StatuePaving.mat │ ├── StatuePaving.mat.meta │ ├── StatueRock.mat │ └── StatueRock.mat.meta ├── Test.unity └── Test.unity.meta ├── Packages ├── jp.keijiro.biplanar-shader │ ├── Runtime.meta │ ├── Runtime │ │ ├── Biplanar Normal.shadersubgraph │ │ ├── Biplanar Normal.shadersubgraph.meta │ │ ├── Biplanar.hlsl │ │ ├── Biplanar.hlsl.meta │ │ ├── Biplanar.shadersubgraph │ │ └── Biplanar.shadersubgraph.meta │ ├── package.json │ └── package.json.meta ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Code Editors 9 | /.idea 10 | /.vscode 11 | /*.csproj 12 | /*.sln 13 | *.swp 14 | *.vcxproj.user 15 | 16 | # Unity 17 | /Library 18 | /Logs 19 | /Recordings 20 | /Temp 21 | /UserSettings 22 | -------------------------------------------------------------------------------- /Assets/CC0Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 084b97cb5977335479541c5604912ef5 3 | 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/Packages/jp.keijiro.biplanar-shader/Runtime/Biplanar.hlsl: -------------------------------------------------------------------------------- 1 | // Biplanar mapping shader originally written by Inigo Quilez 2 | // https://iquilezles.org/www/articles/biplanar/biplanar.htm 3 | 4 | // Biplanar mapping for color textures 5 | void Biplanar_float 6 | (Texture2D tex, SamplerState samp, 7 | float3 wpos, float3 wnrm, out float4 output) 8 | { 9 | // Coordinate derivatives for texturing 10 | float3 p = wpos; 11 | float3 n = abs(wnrm); 12 | float3 dpdx = ddx(p); 13 | float3 dpdy = ddy(p); 14 | 15 | // Major axis (in x; yz are following axis) 16 | uint3 ma = (n.x > n.y && n.x > n.z) ? uint3(0, 1, 2) : 17 | (n.y > n.z ) ? uint3(1, 2, 0) : 18 | uint3(2, 0, 1) ; 19 | 20 | // Minor axis (in x; yz are following axis) 21 | uint3 mi = (n.x < n.y && n.x < n.z) ? uint3(0, 1, 2) : 22 | (n.y < n.z ) ? uint3(1, 2, 0) : 23 | uint3(2, 0, 1) ; 24 | 25 | // Median axis (in x; yz are following axis) 26 | uint3 me = 3 - mi - ma; 27 | 28 | // Project + fetch 29 | float4 x = SAMPLE_TEXTURE2D_GRAD(tex, samp, 30 | float2( p[ma.y], p[ma.z]), 31 | float2(dpdx[ma.y], dpdx[ma.z]), 32 | float2(dpdy[ma.y], dpdy[ma.z])); 33 | 34 | float4 y = SAMPLE_TEXTURE2D_GRAD(tex, samp, 35 | float2( p[me.y], p[me.z]), 36 | float2(dpdx[me.y], dpdx[me.z]), 37 | float2(dpdy[me.y], dpdy[me.z])); 38 | 39 | // Blend factors 40 | float2 w = float2(n[ma.x], n[me.x]); 41 | 42 | // Make local support 43 | w = saturate((w - 0.5773) / (1 - 0.5773)); 44 | 45 | // Blending 46 | output = (x * w.x + y * w.y) / (w.x + w.y); 47 | } 48 | 49 | // Biplanar mapping for normal maps 50 | void BiplanarNormal_float 51 | (Texture2D tex, SamplerState samp, 52 | float3 wpos, float3 wtan, float3 wbtn, float3 wnrm, out float3 output) 53 | { 54 | // Coordinate derivatives for texturing 55 | float3 p = wpos; 56 | float3 n = abs(wnrm); 57 | float3 dpdx = ddx(p); 58 | float3 dpdy = ddy(p); 59 | 60 | // Major axis (in x; yz are following axis) 61 | uint3 ma = (n.x > n.y && n.x > n.z) ? uint3(0, 1, 2) : 62 | (n.y > n.z ) ? uint3(1, 2, 0) : 63 | uint3(2, 0, 1) ; 64 | 65 | // Minor axis (in x; yz are following axis) 66 | uint3 mi = (n.x < n.y && n.x < n.z) ? uint3(0, 1, 2) : 67 | (n.y < n.z ) ? uint3(1, 2, 0) : 68 | uint3(2, 0, 1) ; 69 | 70 | // Median axis (in x; yz are following axis) 71 | uint3 me = 3 - mi - ma; 72 | 73 | // Project + fetch 74 | float4 x = SAMPLE_TEXTURE2D_GRAD(tex, samp, 75 | float2( p[ma.y], p[ma.z]), 76 | float2(dpdx[ma.y], dpdx[ma.z]), 77 | float2(dpdy[ma.y], dpdy[ma.z])); 78 | 79 | float4 y = SAMPLE_TEXTURE2D_GRAD(tex, samp, 80 | float2( p[me.y], p[me.z]), 81 | float2(dpdx[me.y], dpdx[me.z]), 82 | float2(dpdy[me.y], dpdy[me.z])); 83 | 84 | // Normal vector extraction 85 | float3 n1 = UnpackNormalmapRGorAG(x); 86 | float3 n2 = UnpackNormalmapRGorAG(y); 87 | 88 | // Do UDN-style normal blending in the tangent space then bring the result 89 | // back to the world space. 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"m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | BiplanarMapping 2 | =============== 3 | 4 | ![screenshot](https://i.imgur.com/y6k0LcA.jpg) 5 | ![screenshot](https://i.imgur.com/fRYNrH1.jpg) 6 | 7 | This repository contains a Unity Shader Graph implementation of 8 | [biplanar mapping] that is originally developed by Inigo Quilez. 9 | 10 | [biplanar mapping]: https://iquilezles.org/www/articles/biplanar/biplanar.htm 11 | 12 | System Requirements 13 | ------------------- 14 | 15 | - Unity 2019.4 16 | - HDRP or URP 17 | 18 | Although the sample project in this repository uses HDRP, the biplanar shader 19 | supports both HDRP and URP. 20 | 21 | How To Install 22 | -------------- 23 | 24 | This package uses the [scoped registry] feature to resolve package 25 | dependencies. Please add the following sections to the manifest file 26 | (Packages/manifest.json). 27 | 28 | [scoped registry]: https://docs.unity3d.com/Manual/upm-scoped.html 29 | 30 | To the `scopedRegistries` section: 31 | 32 | ``` 33 | { 34 | "name": "Keijiro", 35 | "url": "https://registry.npmjs.com", 36 | "scopes": [ "jp.keijiro" ] 37 | } 38 | ``` 39 | 40 | To the `dependencies` section: 41 | 42 | ``` 43 | "jp.keijiro.biplanar-shader": "1.0.0" 44 | ``` 45 | 46 | After changes, the manifest file should look like below: 47 | 48 | ``` 49 | { 50 | "scopedRegistries": [ 51 | { 52 | "name": "Keijiro", 53 | "url": "https://registry.npmjs.com", 54 | "scopes": [ "jp.keijiro" ] 55 | } 56 | ], 57 | "dependencies": { 58 | "jp.keijiro.biplanar-shader": "1.0.0", 59 | ... 60 | ``` 61 | --------------------------------------------------------------------------------