264 lines
6.3 KiB
GLSL
264 lines
6.3 KiB
GLSL
Shader "Hidden/Griffin/SmoothnessPainter"
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{
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Properties
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{
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_Color ("Color", Color) = (1, 1, 1, 1)
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_MainTex ("Texture", 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 ("TerrainMask", 2D) = "black" { }
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "ConditionalPainting.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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float4 _Color;
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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 fragPaint(v2f i): SV_Target
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{
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
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float4 maskColor = tex2D(_Mask, i.uv);
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float maskGray = maskColor.r;
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float4 currentColor = tex2D(_MainTex, i.localPos);
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float currentValue = currentColor.a;
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float addictiveValue = maskGray * _Color.a * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
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float newValue = saturate(currentValue + addictiveValue);
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return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
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}
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fixed4 fragErase(v2f i): SV_Target
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{
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
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float4 maskColor = tex2D(_Mask, i.uv);
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float maskGray = maskColor.r;
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float4 currentColor = tex2D(_MainTex, i.localPos);
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float currentValue = currentColor.a;
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float subtractiveValue = maskGray * _Color.a * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
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float newValue = saturate(currentValue - subtractiveValue);
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return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
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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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float4 avgColor = float4(0, 0, 0, 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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avgColor += c;
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sampleCount += 1;
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}
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}
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avgColor = avgColor / sampleCount;
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float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
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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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float4 desColor = lerp(currentColor, avgColor, maskValue * _Opacity * terrainMask * ComputeRuleMask(i.localPos));
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float newValue = desColor.a;
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return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
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}
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fixed4 fragSet(v2f i): SV_Target
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{
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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 maskGray = maskColor.r;
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float newValue = lerp(currentColor.a, _Color.a * _Opacity, maskGray);
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return float4(currentColor.r, currentColor.r, currentColor.r, newValue);
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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 "Paint"
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Blend One Zero
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BlendOp Add
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CGPROGRAM
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#pragma shader_feature BLEND_HEIGHT
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#pragma shader_feature BLEND_SLOPE
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#pragma shader_feature BLEND_NOISE
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#pragma vertex vert
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#pragma fragment fragPaint
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ENDCG
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}
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Pass
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{
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Name "Erase"
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Blend One Zero
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BlendOp Add
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CGPROGRAM
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#pragma shader_feature BLEND_HEIGHT
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#pragma shader_feature BLEND_SLOPE
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#pragma shader_feature BLEND_NOISE
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#pragma vertex vert
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#pragma fragment fragErase
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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 shader_feature BLEND_HEIGHT
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#pragma shader_feature BLEND_SLOPE
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#pragma shader_feature BLEND_NOISE
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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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Pass
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{
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Name "Set"
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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 fragSet
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ENDCG
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}
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}
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}
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