Shader "PlaceHolder/WorldSpaceGrid" { Properties { [Toggle] _EnableWorldSpace("Enable World Space", int) = 1 _Color ("Color", Color) = (0.61,0.61,0.61,1) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Scale("Scale", float) = 1.0 _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; struct Input { float4 color : COLOR; float2 uv_MainTex; float3 worldPos; float3 worldNormal; }; half _Glossiness; half _Metallic; int _EnableWorldSpace; fixed4 _Color; half _Scale; // 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) { float2 UV; fixed4 c; if (_EnableWorldSpace == 1) { if (abs(IN.worldNormal.x) > 0.5) { UV = IN.worldPos.yz; // side c = tex2D(_MainTex, UV* _Scale); } else if (abs(IN.worldNormal.z) > 0.5) { UV = IN.worldPos.xy; // front c = tex2D(_MainTex, UV* _Scale); } else { UV = IN.worldPos.xz; // top c = tex2D(_MainTex, UV* _Scale); } o.Albedo = c.rgb * _Color; } else { fixed4 c = tex2D(_MainTex, IN.uv_MainTex*_Scale) * _Color; o.Albedo = c.rgb * _Color; } // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }