229 lines
5.4 KiB
GLSL
229 lines
5.4 KiB
GLSL
Shader "Hidden/Griffin/ElevationPainter"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "black" {}
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_MainTex_Left("MainTex_Left", 2D) = "black" {}
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_MainTex_TopLeft("MainTex_TopLeft", 2D) = "black" {}
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_MainTex_Top("MainTex_Top", 2D) = "black" {}
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_MainTex_TopRight("MainTex_TopRight", 2D) = "black" {}
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_MainTex_Right("MainTex_Right", 2D) = "black" {}
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_MainTex_BottomRight("MainTex_BottomRight", 2D) = "black" {}
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_MainTex_Bottom("MainTex_Bottom", 2D) = "black" {}
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_MainTex_BottomLeft("MainTex_BottomLeft", 2D) = "black" {}
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_Mask("Mask", 2D) = "white" {}
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_Opacity("Opacity", Float) = 1
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_TerrainMask("Terrain Mask", 2D) = "black" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "PaintToolCommon.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 _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _MainTex_Left;
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sampler2D _MainTex_TopLeft;
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sampler2D _MainTex_Top;
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sampler2D _MainTex_TopRight;
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sampler2D _MainTex_Right;
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sampler2D _MainTex_BottomRight;
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sampler2D _MainTex_Bottom;
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sampler2D _MainTex_BottomLeft;
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sampler2D _Mask;
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float _Opacity;
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sampler2D _TerrainMask;
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sampler2D textureGrid[3][3];
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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.uv = v.uv;
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o.localPos = v.vertex;
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return o;
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}
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fixed4 fragRaise(v2f i) : SV_Target
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{
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
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float4 maskColor = tex2D(_Mask, i.uv);
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float4 currentColor = tex2D(_MainTex, i.localPos);
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float currentHeight = GriffinDecodeFloatRG(currentColor.rg);
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float desHeight = max(0, min(0.999999, currentHeight + maskColor.r * terrainMask * _Opacity));
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float2 encodedHeight = GriffinEncodeFloatRG(desHeight);
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return saturate(float4(encodedHeight.rg, currentColor.b, currentColor.a));
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}
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fixed4 fragLower(v2f i) : SV_Target
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{
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
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float4 maskColor = tex2D(_Mask, i.uv);
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float4 currentColor = tex2D(_MainTex, i.localPos);
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float currentHeight = GriffinDecodeFloatRG(currentColor.rg);
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float desHeight = max(0, min(0.999999, currentHeight - maskColor.r * terrainMask * _Opacity));
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float2 encodedHeight = GriffinEncodeFloatRG(desHeight);
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return saturate(float4(encodedHeight.rg, currentColor.b, currentColor.a));
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}
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fixed4 fragSmooth(v2f i) : SV_Target
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{
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textureGrid[0][0] = _MainTex_BottomLeft;
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textureGrid[1][0] = _MainTex_Bottom;
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textureGrid[2][0] = _MainTex_BottomRight;
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textureGrid[0][1] = _MainTex_Left;
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textureGrid[1][1] = _MainTex;
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textureGrid[2][1] = _MainTex_Right;
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textureGrid[0][2] = _MainTex_TopLeft;
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textureGrid[1][2] = _MainTex_Top;
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textureGrid[2][2] = _MainTex_TopRight;
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float2 texel = _MainTex_TexelSize.xy;
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float avgHeight = 0;
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float sampleCount = 0;
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int indexX = 0;
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int indexY = 0;
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float2 uv = float2(0,0);
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float4 c = float4(0,0,0,0);
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for (int x0 = -3; x0 <= 3; ++x0)
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{
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for (int y0 = -3; y0 <= 3; ++y0)
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{
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uv = i.localPos + float2(x0 * texel.x, y0 * texel.y);
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indexX = lerp(lerp(1, 2, uv.x > 1), 0, uv.x < 0);
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indexY = lerp(lerp(1, 2, uv.y > 1), 0, uv.y < 0);
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uv.x = lerp(lerp(uv.x, uv.x - 1, uv.x > 1), uv.x + 1, uv.x < 0);
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uv.y = lerp(lerp(uv.y, uv.y - 1, uv.y > 1), uv.y + 1, uv.y < 0);
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if (indexX == 0)
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{
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if (indexY == 0)
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{
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c = tex2D(textureGrid[0][0], uv);
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}
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if (indexY == 1)
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{
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c = tex2D(textureGrid[0][1], uv);
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}
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if (indexY == 2)
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{
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c = tex2D(textureGrid[0][2], uv);
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}
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}
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if (indexX == 1)
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{
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if (indexY == 0)
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{
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c = tex2D(textureGrid[1][0], uv);
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}
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if (indexY == 1)
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{
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c = tex2D(textureGrid[1][1], uv);
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}
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if (indexY == 2)
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{
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c = tex2D(textureGrid[1][2], uv);
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}
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}
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if (indexX == 2)
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{
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if (indexY == 0)
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{
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c = tex2D(textureGrid[2][0], uv);
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}
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if (indexY == 1)
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{
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c = tex2D(textureGrid[2][1], uv);
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}
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if (indexY == 2)
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{
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c = tex2D(textureGrid[2][2], uv);
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}
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}
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avgHeight += GriffinDecodeFloatRG(c.rg);
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sampleCount += 1;
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}
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}
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avgHeight = avgHeight / sampleCount;
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
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float4 currentColor = tex2D(_MainTex, i.localPos);
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float4 maskColor = tex2D(_Mask, i.uv);
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float maskValue = maskColor.r;
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float currentHeight = GriffinDecodeFloatRG(currentColor.rg);
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float value = max(0, min(0.999999, lerp(currentHeight, avgHeight, maskValue * terrainMask * _Opacity)));
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float2 encodedHeight = GriffinEncodeFloatRG(value);
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return saturate(float4(encodedHeight.rg, currentColor.b, currentColor.a));
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}
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ENDCG
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SubShader
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{
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Tags{ "RenderType" = "Transparent" }
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Pass
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{
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Name "Raise"
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Blend One Zero
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BlendOp Add
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragRaise
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ENDCG
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}
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Pass
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{
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Name "Lower"
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Blend One Zero
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BlendOp Add
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragLower
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ENDCG
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}
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Pass
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{
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Name "Smooth"
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Blend One Zero
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BlendOp Add
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragSmooth
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ENDCG
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}
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}
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}
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