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" 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; 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; 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; float4 channel = 0; return lerp(currentColor, channel, strength); } ENDCG SubShader { Tags { "RenderType"="Transparent" } Pass { Name "Add" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragAdd ENDCG } Pass { Name "Sub Selective" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragSubSelective ENDCG } Pass { Name "Sub" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragSub ENDCG } } }