So I was writing a simple triplanar mapping shader and while doing so encountered a bug where when using IN.worldNormal in code while writing to o.Normal would result in the albedo turning black as can be seen below:
https://ibb.co/n1DHC8
Here is the complete shader code (bug tested on webGl as well as Windows DX11):
Shader "Custom/NormalMappedTest" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
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 _NormalMap;
struct Input {
float2 uv_MainTex;
float2 uv_NormalMap;
float3 worldPos;
float3 worldNormal; INTERNAL_DATA
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
//Even just having this here causes the bug
float3 wnrm = abs(normalize(IN.worldNormal));
float3 nrm = UnpackNormal(tex2D(_NormalMap, IN.worldPos.xz));
o.Albedo = IN.worldNormal;// c.rgb;
o.Normal = nrm;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Any help would be appreciated, thanks in advance, - Thomas