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

264 lines
6.3 KiB
GLSL

Shader "Hidden/Griffin/SmoothnessPainter"
{
Properties
{
_Color ("Color", Color) = (1, 1, 1, 1)
_MainTex ("Texture", 2D) = "black" { }
_MainTex_Left ("MainTex_Left", 2D) = "black" { }
_MainTex_TopLeft ("MainTex_TopLeft", 2D) = "black" { }
_MainTex_Top ("MainTex_Top", 2D) = "black" { }
_MainTex_TopRight ("MainTex_TopRight", 2D) = "black" { }
_MainTex_Right ("MainTex_Right", 2D) = "black" { }
_MainTex_BottomRight ("MainTex_BottomRight", 2D) = "black" { }
_MainTex_Bottom ("MainTex_Bottom", 2D) = "black" { }
_MainTex_BottomLeft ("MainTex_BottomLeft", 2D) = "black" { }
_Mask ("Mask", 2D) = "white" { }
_Opacity ("Opacity", Float) = 1
_TerrainMask ("TerrainMask", 2D) = "black" { }
}
CGINCLUDE
#include "UnityCG.cginc"
#include "ConditionalPainting.cginc"
struct appdata
{
float4 vertex: POSITION;
float2 uv: TEXCOORD0;
};
struct v2f
{
float2 uv: TEXCOORD0;
float4 vertex: SV_POSITION;
float4 localPos: TEXCOORD1;
};
float4 _Color;
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _MainTex_Left;
sampler2D _MainTex_TopLeft;
sampler2D _MainTex_Top;
sampler2D _MainTex_TopRight;
sampler2D _MainTex_Right;
sampler2D _MainTex_BottomRight;
sampler2D _MainTex_Bottom;
sampler2D _MainTex_BottomLeft;
sampler2D _Mask;
float _Opacity;
sampler2D _TerrainMask;
sampler2D textureGrid[3][3];
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.localPos = v.vertex;
return o;
}
fixed4 fragPaint(v2f i): SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float4 currentColor = tex2D(_MainTex, i.localPos);
float currentValue = currentColor.a;
float addictiveValue = maskGray * _Color.a * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
float newValue = saturate(currentValue + addictiveValue);
return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
}
fixed4 fragErase(v2f i): SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float4 currentColor = tex2D(_MainTex, i.localPos);
float currentValue = currentColor.a;
float subtractiveValue = maskGray * _Color.a * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
float newValue = saturate(currentValue - subtractiveValue);
return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
}
fixed4 fragSmooth(v2f i): SV_Target
{
textureGrid[0][0] = _MainTex_BottomLeft;
textureGrid[1][0] = _MainTex_Bottom;
textureGrid[2][0] = _MainTex_BottomRight;
textureGrid[0][1] = _MainTex_Left;
textureGrid[1][1] = _MainTex;
textureGrid[2][1] = _MainTex_Right;
textureGrid[0][2] = _MainTex_TopLeft;
textureGrid[1][2] = _MainTex_Top;
textureGrid[2][2] = _MainTex_TopRight;
float2 texel = _MainTex_TexelSize.xy;
float4 avgColor = float4(0, 0, 0, 0);
float sampleCount = 0;
int indexX = 0;
int indexY = 0;
float2 uv = float2(0, 0);
float4 c = float4(0, 0, 0, 0);
for (int x0 = -3; x0 <= 3; ++x0)
{
for (int y0 = -3; y0 <= 3; ++y0)
{
uv = i.localPos + float2(x0 * texel.x, y0 * texel.y);
indexX = lerp(lerp(1, 2, uv.x > 1), 0, uv.x < 0);
indexY = lerp(lerp(1, 2, uv.y > 1), 0, uv.y < 0);
uv.x = lerp(lerp(uv.x, uv.x - 1, uv.x > 1), uv.x + 1, uv.x < 0);
uv.y = lerp(lerp(uv.y, uv.y - 1, uv.y > 1), uv.y + 1, uv.y < 0);
if (indexX == 0)
{
if (indexY == 0)
{
c = tex2D(textureGrid[0][0], uv);
}
if (indexY == 1)
{
c = tex2D(textureGrid[0][1], uv);
}
if (indexY == 2)
{
c = tex2D(textureGrid[0][2], uv);
}
}
if (indexX == 1)
{
if (indexY == 0)
{
c = tex2D(textureGrid[1][0], uv);
}
if (indexY == 1)
{
c = tex2D(textureGrid[1][1], uv);
}
if (indexY == 2)
{
c = tex2D(textureGrid[1][2], uv);
}
}
if (indexX == 2)
{
if (indexY == 0)
{
c = tex2D(textureGrid[2][0], uv);
}
if (indexY == 1)
{
c = tex2D(textureGrid[2][1], uv);
}
if (indexY == 2)
{
c = tex2D(textureGrid[2][2], uv);
}
}
avgColor += c;
sampleCount += 1;
}
}
avgColor = avgColor / sampleCount;
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos);
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskValue = maskColor.r;
float4 desColor = lerp(currentColor, avgColor, maskValue * _Opacity * terrainMask * ComputeRuleMask(i.localPos));
float newValue = desColor.a;
return float4(currentColor.r, currentColor.r, currentColor.r, newValue); //keep the Red channel for metallic
}
fixed4 fragSet(v2f i): SV_Target
{
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float newValue = lerp(currentColor.a, _Color.a * _Opacity, maskGray);
return float4(currentColor.r, currentColor.r, currentColor.r, newValue);
}
ENDCG
SubShader
{
Tags { "RenderType" = "Transparent" }
Pass
{
Name "Paint"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma shader_feature BLEND_HEIGHT
#pragma shader_feature BLEND_SLOPE
#pragma shader_feature BLEND_NOISE
#pragma vertex vert
#pragma fragment fragPaint
ENDCG
}
Pass
{
Name "Erase"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma shader_feature BLEND_HEIGHT
#pragma shader_feature BLEND_SLOPE
#pragma shader_feature BLEND_NOISE
#pragma vertex vert
#pragma fragment fragErase
ENDCG
}
Pass
{
Name "Smooth"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma shader_feature BLEND_HEIGHT
#pragma shader_feature BLEND_SLOPE
#pragma shader_feature BLEND_NOISE
#pragma vertex vert
#pragma fragment fragSmooth
ENDCG
}
Pass
{
Name "Set"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSet
ENDCG
}
}
}