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3 years ago
// Modified version of Unity built-in shader.
Shader "Hidden/TerrainEngine/Splatmap/Digger/Cuttable-Triplanar-BaseGen" {
Properties
{
[HideInInspector] _Control("AlphaMap", 2D) = "" {}
[HideInInspector] _Splat0 ("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Splat1 ("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat2 ("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat3 ("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] [Gamma] _Metallic0 ("Metallic 0", Range(0.0, 1.0)) = 0.0
[HideInInspector] [Gamma] _Metallic1 ("Metallic 1", Range(0.0, 1.0)) = 0.0
[HideInInspector] [Gamma] _Metallic2 ("Metallic 2", Range(0.0, 1.0)) = 0.0
[HideInInspector] [Gamma] _Metallic3 ("Metallic 3", Range(0.0, 1.0)) = 0.0
[HideInInspector] _Smoothness0 ("Smoothness 0", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness1 ("Smoothness 1", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness2 ("Smoothness 2", Range(0.0, 1.0)) = 1.0
[HideInInspector] _Smoothness3 ("Smoothness 3", Range(0.0, 1.0)) = 1.0
[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _Control;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
ENDCG
Pass
{
Tags
{
"Name" = "_MainTex"
"Format" = "ARGB32"
"Size" = "1"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _Splat0;
sampler2D _Splat1;
sampler2D _Splat2;
sampler2D _Splat3;
float _Smoothness0;
float _Smoothness1;
float _Smoothness2;
float _Smoothness3;
float4 _Control_TexelSize;
float4 _Splat0_ST;
float4 _Splat1_ST;
float4 _Splat2_ST;
float4 _Splat3_ST;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
// adjust splatUVs so the edges of the terrain tile lie on pixel centers
float2 controlUV = (v.texcoord * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
o.texcoord0 = controlUV;
o.texcoord1 = TRANSFORM_TEX(v.texcoord, _Splat0);
o.texcoord2 = TRANSFORM_TEX(v.texcoord, _Splat1);
o.texcoord3 = TRANSFORM_TEX(v.texcoord, _Splat2);
o.texcoord4 = TRANSFORM_TEX(v.texcoord, _Splat3);
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 alpha = tex2D(_Control, i.texcoord0);
float4 splat0 = tex2D(_Splat0, i.texcoord1);
float4 splat1 = tex2D(_Splat1, i.texcoord2);
float4 splat2 = tex2D(_Splat2, i.texcoord3);
float4 splat3 = tex2D(_Splat3, i.texcoord4);
splat0.a *= _Smoothness0;
splat1.a *= _Smoothness1;
splat2.a *= _Smoothness2;
splat3.a *= _Smoothness3;
float4 albedoSmoothness = splat0 * alpha.x;
albedoSmoothness += splat1 * alpha.y;
albedoSmoothness += splat2 * alpha.z;
albedoSmoothness += splat3 * alpha.w;
return albedoSmoothness;
}
ENDCG
}
Pass
{
Tags
{
"Name" = "_MetallicTex"
"Format" = "R8"
"Size" = "1/4"
"EmptyColor" = "FF000000"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float _Metallic0;
float _Metallic1;
float _Metallic2;
float _Metallic3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord0 : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord0 = v.texcoord;
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 alpha = tex2D(_Control, i.texcoord0);
float4 metallic = { _Metallic0 * alpha.x, 0, 0, 0 };
metallic.r += _Metallic1 * alpha.y;
metallic.r += _Metallic2 * alpha.z;
metallic.r += _Metallic3 * alpha.w;
return metallic;
}
ENDCG
}
}
Fallback Off
}