Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Shaders/Generated/NoiseFillFbm.shader
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

250 lines
7.0 KiB
Plaintext

//////////////////////////////////////////////////////////////////////////
//
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
//
//////////////////////////////////////////////////////////////////////////
Shader "Hidden/TerrainTools/NoiseFill/NoiseFillFbm"
{
Properties
{
_MainTex ("Texture", any) = "" {}
}
SubShader
{
ZTest Always Cull Off ZWrite Off
HLSLINCLUDE
#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;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
#define BRUSH_PINCHAMOUNT (_BrushParams[2])
#define BRUSH_ROTATION (_BrushParams[3])
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;
}
ENDHLSL
Pass // Billow Noise Fill
{
Name "Billow Noise Fill"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Billow.hlsl"
float4 _TerrainXform;
float4 _TerrainScale;
float2 TransformPosition( float2 brushUV )
{
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
}
float4 frag(v2f i) : SV_Target
{
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 pos = TransformPosition( i.pcUV );
float n = noise_FbmBillow( pos, GetDefaultFbmFractalInput() );
return PackHeightmap( n );
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
}
ENDHLSL
}
Pass // Perlin Noise Fill
{
Name "Perlin Noise Fill"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Perlin.hlsl"
float4 _TerrainXform;
float4 _TerrainScale;
float2 TransformPosition( float2 brushUV )
{
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
}
float4 frag(v2f i) : SV_Target
{
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 pos = TransformPosition( i.pcUV );
float n = noise_FbmPerlin( pos, GetDefaultFbmFractalInput() );
return PackHeightmap( n );
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
}
ENDHLSL
}
Pass // Ridge Noise Fill
{
Name "Ridge Noise Fill"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Ridge.hlsl"
float4 _TerrainXform;
float4 _TerrainScale;
float2 TransformPosition( float2 brushUV )
{
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
}
float4 frag(v2f i) : SV_Target
{
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 pos = TransformPosition( i.pcUV );
float n = noise_FbmRidge( pos, GetDefaultFbmFractalInput() );
return PackHeightmap( n );
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
}
ENDHLSL
}
Pass // Value Noise Fill
{
Name "Value Noise Fill"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Value.hlsl"
float4 _TerrainXform;
float4 _TerrainScale;
float2 TransformPosition( float2 brushUV )
{
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
}
float4 frag(v2f i) : SV_Target
{
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 pos = TransformPosition( i.pcUV );
float n = noise_FbmValue( pos, GetDefaultFbmFractalInput() );
return PackHeightmap( n );
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
}
ENDHLSL
}
Pass // Voronoi Noise Fill
{
Name "Voronoi Noise Fill"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Voronoi.hlsl"
float4 _TerrainXform;
float4 _TerrainScale;
float2 TransformPosition( float2 brushUV )
{
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
}
float4 frag(v2f i) : SV_Target
{
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 pos = TransformPosition( i.pcUV );
float n = noise_FbmVoronoi( pos, GetDefaultFbmFractalInput() );
return PackHeightmap( n );
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
}
ENDHLSL
}
}
Fallback Off
}