b486678290
Library -Artifacts
124 lines
3.3 KiB
Plaintext
124 lines
3.3 KiB
Plaintext
Shader "Hidden/TerrainTools/SedimentSplat" {
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _MaskTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_SPLATSTRENGTH (_BrushParams[1])
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass
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{
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Name "Sediment Splat"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SedimentSplat
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float4 SedimentSplat(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
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float alphaMap = tex2D(_MainTex, i.pcUV).r;
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float mask = /*1.0f - */ pow(tex2D(_MaskTex, i.pcUV).r, 1.0f); //TODO - make this user specified
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return saturate(alphaMap + BRUSH_SPLATSTRENGTH * mask * brushStrength);
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}
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ENDCG
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}
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Pass
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{
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Name "Sediment Speed Splat"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SedimentSpeedSplat
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float4 SedimentSpeedSplat(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
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float alphaMap = tex2D(_MainTex, i.pcUV).r;
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float2 vel = tex2D(_MaskTex, i.pcUV).rg;
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float speed = sqrt(vel.x * vel.x + vel.y * vel.y);
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return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength);
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}
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ENDCG
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}
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Pass
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{
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Name "Sediment Flux Splat"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SedimentFluxSplat
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float4 SedimentFluxSplat(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
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float alphaMap = tex2D(_MainTex, i.pcUV).r;
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float4 flux = tex2D(_MaskTex, i.pcUV);
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float total = 1.0f - 0.01f * (flux.x + flux.y + flux.z + flux.w);
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return saturate(alphaMap + BRUSH_SPLATSTRENGTH * total * brushStrength);
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//float2 vel = 0.001f * pow(tex2D(_MaskTex, i.pcUV).rgba, 4.0f);
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//float speed = sqrt(vel.x * vel.x + vel.y * vel.y);
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//return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength);
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}
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ENDCG
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}
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}
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Fallback Off
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}
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