Shader "Hidden/Griffin/PathPainter" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Main Tex", 2D) = "black" {} _Falloff ("Falloff", 2D) = "white" {} _FalloffNoise ("Falloff Noise", 2D) = "white" {} _Metallic ("Metallic", Float) = 0 _Smoothness ("Smoothness", Float) = 0 _ChannelIndex ("ChannelIndex", Int) = 0 _TerrainMask("TerrainMask", 2D) = "black"{} } CGINCLUDE #include "UnityCG.cginc" #pragma multi_compile _ FALLOFF struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 vertexColor : COLOR; float4 worldPos : TEXCOORD1; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; float3 vertexColor : COLOR; float4 worldPos : TEXCOORD2; }; float4 _Color; sampler2D _MainTex; sampler2D _Falloff; sampler2D _FalloffNoise; float4 _FalloffNoise_ST; float _Metallic; float _Smoothness; int _ChannelIndex; sampler2D _TerrainMask; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; o.worldPos = v.worldPos; o.vertexColor = v.vertexColor; return o; } fixed4 fragAlbedo (v2f i) : SV_Target { float4 currentColor = tex2D(_MainTex, i.uv); #if FALLOFF float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y); float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1); float falloffNoiseValue = falloffNoiseColor.r; float f = i.vertexColor.r*falloffNoiseValue; float t = clamp(f, 0, 1); float falloff = tex2D(_Falloff, float2(t,0.5)).r; #else float falloff = 1; #endif float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 overlayColor = float4(_Color.rgb, _Color.a*falloff); overlayColor = lerp(currentColor, overlayColor, terrainMask); return overlayColor; } fixed4 fragMetallicSmoothness (v2f i) : SV_Target { float4 currentColor = tex2D(_MainTex, i.uv); #if FALLOFF float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y); float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1); float falloffNoiseValue = falloffNoiseColor.r; float f = i.vertexColor.r*falloffNoiseValue; float t = clamp(f, 0, 1); float falloff = tex2D(_Falloff, float2(t,0.5)).r; #else float falloff = 1; #endif float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 overlayColor = float4(_Metallic, 0, 0, _Smoothness); overlayColor = lerp(currentColor, overlayColor, terrainMask); float4 desColor = lerp(currentColor, overlayColor, falloff); return desColor; } fixed4 fragSplat (v2f i) : SV_Target { float4 currentColor = tex2D(_MainTex, i.uv); #if FALLOFF float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y); float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1); float falloffNoiseValue = falloffNoiseColor.r; float f = i.vertexColor.r*falloffNoiseValue; float t = clamp(f, 0, 1); float falloff = tex2D(_Falloff, float2(t,0.5)).r; #else float falloff = 1; #endif float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 channel = float4(_ChannelIndex==0, _ChannelIndex==1, _ChannelIndex==2, _ChannelIndex==3); float4 desColor = channel; float4 result = lerp(currentColor, desColor, falloff); result = lerp(currentColor, result, terrainMask); return result; } ENDCG SubShader { Tags { "RenderType"="Transparent" } Cull Off Pass { Name "Albedo" Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragAlbedo ENDCG } Pass { Name "Metallic Smoothness" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragMetallicSmoothness ENDCG } Pass { Name "Splat" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragSplat ENDCG } } }