BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/PaintTool/NoisePainter.shader

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Shader "Hidden/Griffin/NoisePainter"
{
Properties
{
_MainTex("MainTex", 2D) = "black" {}
_Mask("Mask", 2D) = "white" {}
_NoiseMap("Noise Map", 2D) = "white" {}
_Opacity("Opacity", Float) = 1
_TerrainMask("Terrain Mask", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "PaintToolCommon.cginc"
#pragma multi_compile _ USE_WORLD_SPACE
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;
sampler2D _NoiseMap;
float _Opacity;
sampler2D _TerrainMask;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.localPos = v.vertex;
return o;
}
fixed4 fragRaise(v2f i) : SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 maskColor = tex2D(_Mask, i.uv);
#if USE_WORLD_SPACE
float4 noiseColor = tex2D(_NoiseMap, i.localPos);
#else
float4 noiseColor = tex2D(_NoiseMap, i.uv);
#endif
float4 currentColor = tex2D(_MainTex, i.localPos);
float currentHeight = GriffinDecodeFloatRG(currentColor.rg);
float desHeight = currentHeight + maskColor.r * noiseColor.r * _Opacity * terrainMask;
desHeight = max(0, min(0.999999, desHeight));
float2 encodedHeight = GriffinEncodeFloatRG(desHeight);
return saturate(float4(encodedHeight.rg, currentColor.b, currentColor.a));
}
fixed4 fragLower(v2f i) : SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 maskColor = tex2D(_Mask, i.uv);
#if USE_WORLD_SPACE
float4 noiseColor = tex2D(_NoiseMap, i.localPos);
#else
float4 noiseColor = tex2D(_NoiseMap, i.uv);
#endif
float4 currentColor = tex2D(_MainTex, i.localPos);
float currentHeight = GriffinDecodeFloatRG(currentColor.rg);
float desHeight = currentHeight - maskColor.r * noiseColor.r * _Opacity * terrainMask;
desHeight = max(0, min(0.999999, desHeight));
float2 encodedHeight = GriffinEncodeFloatRG(desHeight);
return saturate(float4(encodedHeight.rg, currentColor.b, currentColor.a));
}
ENDCG
SubShader
{
Tags{ "RenderType" = "Transparent" }
Pass
{
Name "Raise"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRaise
ENDCG
}
Pass
{
Name "Lower"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragLower
ENDCG
}
}
}