BITFALL/Assets/Plugins/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/PaintTool/ConditionalPainting.cginc

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2024-03-05 17:34:41 +08:00
#ifndef CONDITIONAL_PAINTING_INCLUDED
#define CONDITIONAL_PAINTING_INCLUDED
#include "PaintToolCommon.cginc"
//Include these lines in the main shader Pass code
//#pragma shader_feature BLEND_HEIGHT
//#pragma shader_feature BLEND_SLOPE
//#pragma shader_feature BLEND_NOISE
float _MinHeight;
float _MaxHeight;
sampler2D _HeightTransition;
float _MinSlope;
float _MaxSlope;
sampler2D _SlopeTransition;
float4 _NoiseOrigin;
float _NoiseFrequency;
int _NoiseOctaves;
float _NoiseLacunarity;
float _NoisePersistence;
sampler2D _NoiseRemap;
sampler2D _HeightMap;
sampler2D _NormalMap;
float4 _TerrainDimension;
float ComputeRuleMask(float2 terrainUV)
{
float blendHeightValue = 1;
float4 heightMapColor = tex2D(_HeightMap, terrainUV);
float height = GriffinDecodeFloatRG(heightMapColor.rg);
#if BLEND_HEIGHT
float heightTransitionFactor = (height - _MinHeight) / (_MaxHeight - _MinHeight);
float heightTransition = tex2D(_HeightTransition, float2(heightTransitionFactor, 0.5)).r;
blendHeightValue = (height >= _MinHeight) * (height <= _MaxHeight) * heightTransition;
#endif
float blendSlopeValue = 1;
#if BLEND_SLOPE
float4 normalMapColor = tex2D(_NormalMap, terrainUV);
float3 normalVector = normalMapColor * 2 - float3(1, 1, 1);
float cosine = abs(normalVector.y);
float slopeAngle = acos(cosine);
float slopeTransitionFactor = (slopeAngle - _MinSlope) / (_MaxSlope - _MinSlope);
float slopeTransition = tex2D(_SlopeTransition, float2(slopeTransitionFactor, 0.5f)).r;
blendSlopeValue = (slopeAngle >= _MinSlope) * (slopeAngle <= _MaxSlope) * slopeTransition;
#endif
float blendNoiseValue = 1;
#if BLEND_NOISE
float2 refSize = float2(1, 1);
float noiseValue = 0;
float frequency = _NoiseFrequency;
float amplitude = 1;
float2 noisePos;
float2 uv;
float sampledNoise;
float2 worldXZ = float2(_TerrainDimension.x + terrainUV.x * _TerrainDimension.z, _TerrainDimension.y + terrainUV.y * _TerrainDimension.w)/1000;
for (int octave = 0; octave < 4; ++octave)
{
frequency = frequency * pow(_NoiseLacunarity, octave);
amplitude = amplitude * pow(_NoisePersistence, octave);
noisePos = _NoiseOrigin.xy + worldXZ * frequency;
uv = float2(noisePos.x / refSize.x, noisePos.y / refSize.y);
sampledNoise = GradientNoise(uv) * amplitude * (octave < _NoiseOctaves);
noiseValue += sampledNoise;
}
float remapFactor = noiseValue * 0.5 + 0.5;
blendNoiseValue = tex2D(_NoiseRemap, float2(remapFactor, 0.5)).a;
#endif
float result = blendHeightValue * blendSlopeValue * blendNoiseValue;
return result;
}
#endif // CONDITIONAL_PAINTING_INCLUDED