Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/SedimentSplat.shader

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2023-03-28 13:24:16 -04:00
Shader "Hidden/TerrainTools/SedimentSplat" {
Properties { _MainTex ("Texture", any) = "" {} }
SubShader {
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
sampler2D _BrushTex;
sampler2D _MaskTex;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_SPLATSTRENGTH (_BrushParams[1])
struct appdata_t {
float4 vertex : POSITION;
float2 pcUV : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 pcUV : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pcUV = v.pcUV;
return o;
}
ENDCG
Pass
{
Name "Sediment Splat"
CGPROGRAM
#pragma vertex vert
#pragma fragment SedimentSplat
float4 SedimentSplat(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
float alphaMap = tex2D(_MainTex, i.pcUV).r;
float mask = /*1.0f - */ pow(tex2D(_MaskTex, i.pcUV).r, 1.0f); //TODO - make this user specified
return saturate(alphaMap + BRUSH_SPLATSTRENGTH * mask * brushStrength);
}
ENDCG
}
Pass
{
Name "Sediment Speed Splat"
CGPROGRAM
#pragma vertex vert
#pragma fragment SedimentSpeedSplat
float4 SedimentSpeedSplat(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
float alphaMap = tex2D(_MainTex, i.pcUV).r;
float2 vel = tex2D(_MaskTex, i.pcUV).rg;
float speed = sqrt(vel.x * vel.x + vel.y * vel.y);
return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength);
}
ENDCG
}
Pass
{
Name "Sediment Flux Splat"
CGPROGRAM
#pragma vertex vert
#pragma fragment SedimentFluxSplat
float4 SedimentFluxSplat(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
float alphaMap = tex2D(_MainTex, i.pcUV).r;
float4 flux = tex2D(_MaskTex, i.pcUV);
float total = 1.0f - 0.01f * (flux.x + flux.y + flux.z + flux.w);
return saturate(alphaMap + BRUSH_SPLATSTRENGTH * total * brushStrength);
//float2 vel = 0.001f * pow(tex2D(_MaskTex, i.pcUV).rgba, 4.0f);
//float speed = sqrt(vel.x * vel.x + vel.y * vel.y);
//return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength);
}
ENDCG
}
}
Fallback Off
}