Shader "Hidden/Griffin/SplatPainter" { Properties { _MainTex ("Texture", 2D) = "black" { } _Mask ("Mask", 2D) = "white" { } _Opacity ("Opacity", Float) = 1 _ChannelIndex ("Channel Index", Int) = 0 _TerrainMask ("Terrain Mask", 2D) = "black" { } } CGINCLUDE #include "UnityCG.cginc" #include "ConditionalPainting.cginc" struct appdata { float4 vertex: POSITION; float2 uv: TEXCOORD0; }; struct v2f { float2 uv: TEXCOORD0; float4 vertex: SV_POSITION; float4 localPos: TEXCOORD1; }; sampler2D _MainTex; float4 _MainTex_TexelSize; sampler2D _Mask; float _Opacity; int _ChannelIndex; sampler2D _TerrainMask; v2f vert(appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; return o; } fixed4 fragAdd(v2f i): SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 maskColor = tex2D(_Mask, i.uv); float maskGray = maskColor.r; float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos); float4 channel = float4(_ChannelIndex == 0, _ChannelIndex == 1, _ChannelIndex == 2, _ChannelIndex == 3); float4 currentColor = tex2D(_MainTex, i.localPos); return lerp(currentColor, channel, strength); } fixed4 fragSubSelective(v2f i): SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 currentColor = tex2D(_MainTex, i.localPos); float4 maskColor = tex2D(_Mask, i.uv); float maskGray = maskColor.r; float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos); float4 channel = float4(_ChannelIndex == 0, _ChannelIndex == 1, _ChannelIndex == 2, _ChannelIndex == 3); channel = (1 - channel) * currentColor; return lerp(currentColor, channel, strength); } fixed4 fragSub(v2f i): SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 currentColor = tex2D(_MainTex, i.localPos); float4 maskColor = tex2D(_Mask, i.uv); float maskGray = maskColor.r; float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos); float4 channel = 0; return lerp(currentColor, channel, strength); } ENDCG SubShader { Tags { "RenderType" = "Transparent" } Pass { Name "Add" Blend One Zero BlendOp Add CGPROGRAM #pragma shader_feature BLEND_HEIGHT #pragma shader_feature BLEND_SLOPE #pragma shader_feature BLEND_NOISE #pragma vertex vert #pragma fragment fragAdd ENDCG } Pass { Name "Sub Selective" Blend One Zero BlendOp Add CGPROGRAM #pragma shader_feature BLEND_HEIGHT #pragma shader_feature BLEND_SLOPE #pragma shader_feature BLEND_NOISE #pragma vertex vert #pragma fragment fragSubSelective ENDCG } Pass { Name "Sub" Blend One Zero BlendOp Add CGPROGRAM #pragma shader_feature BLEND_HEIGHT #pragma shader_feature BLEND_SLOPE #pragma shader_feature BLEND_NOISE #pragma vertex vert #pragma fragment fragSub ENDCG } } }