Shader "Hidden/Polaris/ApplyErosion" { Properties { _HeightMap ("Height Map", 2D) = "white" {} _SimulationData("Simulation Data", 2D) = "black"{} _FalloffTexture("Falloff", 2D) = "black"{} _Bounds("Bounds", Vector) = (1,1,1,1) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "ErosionToolCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; }; sampler2D _HeightMap; sampler2D _SimulationData; sampler2D _FalloffTexture; float4 _Bounds; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.localPos = v.vertex; o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { float4 data = tex2D(_HeightMap, i.localPos); float currentHeight = DecodeFloatRG(data.rg); float simHeight = tex2D(_SimulationData, i.uv).r/_Bounds.y; float f = saturate(2*length(i.uv - float2(0.5,0.5))); float falloff = tex2D(_FalloffTexture, float2(f, 0.5)).r; float h = lerp(currentHeight, simHeight, falloff); data.rg = EncodeFloatRG(min(0.999999, h)); return data; } ENDCG } } }