BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/ErosionTool/ApplyErosion.shader

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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
}
}
}