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