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

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Shader "Hidden/Griffin/SplatPainter"
{
Properties
{
_MainTex ("Texture", 2D) = "black" { }
_Mask ("Mask", 2D) = "white" { }
_Opacity ("Opacity", Float) = 1
_ChannelIndex ("Channel Index", Int) = 0
_TerrainMask ("Terrain Mask", 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;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
sampler2D _Mask;
float _Opacity;
int _ChannelIndex;
sampler2D _TerrainMask;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.localPos = v.vertex;
return o;
}
fixed4 fragAdd(v2f i): SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
float4 channel = float4(_ChannelIndex == 0, _ChannelIndex == 1, _ChannelIndex == 2, _ChannelIndex == 3);
float4 currentColor = tex2D(_MainTex, i.localPos);
return lerp(currentColor, channel, strength);
}
fixed4 fragSubSelective(v2f i): SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
float4 channel = float4(_ChannelIndex == 0, _ChannelIndex == 1, _ChannelIndex == 2, _ChannelIndex == 3);
channel = (1 - channel) * currentColor;
return lerp(currentColor, channel, strength);
}
fixed4 fragSub(v2f i): SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 maskColor = tex2D(_Mask, i.uv);
float maskGray = maskColor.r;
float strength = maskGray * _Opacity * terrainMask * ComputeRuleMask(i.localPos);
float4 channel = 0;
return lerp(currentColor, channel, strength);
}
ENDCG
SubShader
{
Tags { "RenderType" = "Transparent" }
Pass
{
Name "Add"
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 fragAdd
ENDCG
}
Pass
{
Name "Sub Selective"
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 fragSubSelective
ENDCG
}
Pass
{
Name "Sub"
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 fragSub
ENDCG
}
}
}