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-rw-r--r--pbr.cginc10
1 files changed, 7 insertions, 3 deletions
diff --git a/pbr.cginc b/pbr.cginc
index 806a52f..06f2532 100644
--- a/pbr.cginc
+++ b/pbr.cginc
@@ -53,18 +53,22 @@ void apply_marble(float3 world_pos, inout float3 albedo) {
Pbr getPbr(v2f i) {
Pbr pbr = (Pbr) 0;
- pbr.albedo = _MainTex.Sample(trilinear_repeat_s, i.uv0 * _MainTex_ST.xy);
+#if defined(_UV_SCROLL)
+ i.uv0 += _Time[0] * _UV_Scroll_Speed;
+#endif // _UV_SCROLL
+
+ pbr.albedo = _MainTex.Sample(aniso16_trilinear_repeat_s, i.uv0 * _MainTex_ST.xy);
pbr.albedo *= _Color;
apply_marble(i.worldPos, pbr.albedo.xyz);
- float3 normal_tangent = UnpackNormal(_BumpMap.Sample(trilinear_repeat_s, i.uv0 * _BumpMap_ST.xy));
+ float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso16_trilinear_repeat_s, i.uv0 * _BumpMap_ST.xy));
normal_tangent.xy *= _BumpScale;
// Map from tangent space to world space.
float3 bitangent = cross(i.normal, i.tangent.xyz) * i.tangent.w;
pbr.tbn = float3x3(i.tangent.xyz, bitangent, i.normal);
pbr.normal = normalize(mul(normal_tangent, pbr.tbn));
- float4 metallic_gloss = _MetallicGlossMap.Sample(trilinear_repeat_s, i.uv0 * _MetallicGlossMap_ST.xy);
+ float4 metallic_gloss = _MetallicGlossMap.Sample(aniso16_trilinear_repeat_s, i.uv0 * _MetallicGlossMap_ST.xy);
pbr.smoothness = metallic_gloss.a * _Glossiness;
pbr.metallic = metallic_gloss.r * _Metallic;
#if defined(_CLEARCOAT)