From 6a10c50359aa62405118a78c69dccef0394f8591 Mon Sep 17 00:00:00 2001 From: yum Date: Tue, 28 Oct 2025 17:15:36 -0700 Subject: add machinery for multiple uv channels --- pbr.cginc | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'pbr.cginc') diff --git a/pbr.cginc b/pbr.cginc index 7117170..cb6b079 100644 --- a/pbr.cginc +++ b/pbr.cginc @@ -54,21 +54,21 @@ Pbr getPbr(v2f i) { Pbr pbr = (Pbr) 0; #if defined(_UV_SCROLL) - i.uv0 += getTime() * _UV_Scroll_Speed; + i.uv01.xy += getTime() * _UV_Scroll_Speed; #endif // _UV_SCROLL - pbr.albedo = _MainTex.Sample(aniso16_trilinear_repeat_s, i.uv0 * _MainTex_ST.xy + _MainTex_ST.zw); + pbr.albedo = _MainTex.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _MainTex_ST.xy + _MainTex_ST.zw); pbr.albedo *= _Color; apply_marble(i.worldPos, pbr.albedo.xyz); - float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso16_trilinear_repeat_s, i.uv0 * _BumpMap_ST.xy)); + float3 normal_tangent = UnpackNormal(_BumpMap.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _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(aniso16_trilinear_repeat_s, i.uv0 * _MetallicGlossMap_ST.xy); + float4 metallic_gloss = _MetallicGlossMap.Sample(aniso16_trilinear_repeat_s, i.uv01.xy * _MetallicGlossMap_ST.xy); pbr.smoothness = metallic_gloss.a * _Glossiness; pbr.metallic = metallic_gloss.r * _Metallic; #if defined(_CLEARCOAT) -- cgit v1.2.3