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

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Shader "Hidden/Griffin/SubDivPainter"
{
Properties
{
_MainTex ("MainTex", 2D) = "black" {}
_Mask ("Mask", 2D) = "white" {}
_Opacity ("Opacity", Float) = 1
_TerrainMask("TerrainMask", 2D) = "black"{}
}
CGINCLUDE
#include "UnityCG.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;
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);
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 desColor = currentColor + maskColor*_Opacity*terrainMask;
float value = desColor.b;
return saturate(float4(currentColor.r, currentColor.g, value, currentColor.a));
}
fixed4 fragSub(v2f i) : SV_Target
{
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 maskColor = tex2D(_Mask, i.uv);
float4 currentColor = tex2D(_MainTex, i.localPos);
float4 desColor = currentColor - maskColor*_Opacity*terrainMask;
float value = desColor.b;
return saturate(float4(currentColor.r, currentColor.g, value, currentColor.a));
}
ENDCG
SubShader
{
Tags { "RenderType"="Transparent" }
Pass
{
Name "Add"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
Pass
{
Name "Sub"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSub
ENDCG
}
}
}