Shader "Custom/TilemapShader" {
Properties {
_MainTex ("Map", 2D) = "white" {}
_Tileset("Tileset", 2D) = "white" {}
_Size("Map & Tileset Size", Vector) = (16, 16, 20, 13)
}
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 _Tileset;
struct Input {
float2 uv_MainTex;
};
float4 _Size;
// _Size.xy is the size of the map in tiles.
// _Size.zw is the size of the tileset in tiles.
void surf (Input IN, inout SurfaceOutputStandard o) {
// Scale up the uvs into tile space.
float2 mapLocation = IN.uv_MainTex * _Size.xy;
// Get this pixel's position within the tile we're drawing.
float2 inTileUV = frac(mapLocation);
// Clamp the texel we read from.
// ("Point" filtering does this too, but its math is slightly
// different, which can show up as a shimmer between tiles)
mapLocation = (mapLocation - inTileUV) / _Size.xy;
// Slightly inset tiles so they don't bleed at the edges.
inTileUV = inTileUV * 126.0f / 128.0f + 1.0f / 128.0f;
// Calculate texture sampling gradients using original UV.
// Otherwise jumps at tile borders make the hardware apply filtering
// that lets adjactent tiles bleed in at the edges.
float4 grad = float4(ddx(IN.uv_MainTex), ddy(IN.uv_MainTex));
// Read our map texture to determine what tiles go here.
float4 tileIndex = tex2D(_MainTex, mapLocation);
// Generate UV offsets into our tileset texture.
tileIndex = (tileIndex * 255.0f + inTileUV.xyxy )/_Size.zwzw ;
// Sample two tiles from our tileset: one base tile and one overlay.
// (Hey, we have room for two indices, might as well use it!)
fixed4 base = tex2Dgrad(_Tileset, tileIndex.xy, grad.xy, grad.zw);
fixed4 over = tex2Dgrad(_Tileset, tileIndex.zw, grad.xy, grad.zw);
// Combine overlaid tile with base using standard alpha blending.
fixed4 c = lerp(base, over, over.a);
// Put all this into terms the Unity lighting model understands.
o.Albedo = c.rgb;
o.Metallic = 0.0f;
o.Smoothness = 0.0f;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}