104 lines
2.6 KiB
Plaintext
104 lines
2.6 KiB
Plaintext
Shader "Hidden/Griffin/RampMaker"
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{
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Properties
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{
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_HeightMap("Height Map", 2D) = "black"{}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "SplineToolCommon.cginc"
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struct appdata
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{
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float4 vertex: POSITION;
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float4 color: COLOR;
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};
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struct v2f
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{
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float4 vertex: SV_POSITION;
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float4 color: COLOR;
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float3 positionNormalized: TEXCOORD0;
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float4 positionWS: TEXCOORD1;
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};
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sampler2D _HeightMap;
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sampler2D _Falloff;
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sampler2D _FalloffNoise;
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float4 _FalloffNoise_ST;
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float _HeightOffset;
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int _LowerHeight;
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int _RaiseHeight;
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float _AdditionalMeshResolution;
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sampler2D _TerrainMask;
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int _StepCount;
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float4x4 _WorldToNormalized;
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float stepValue(float v, int stepCount)
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{
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float step = 1.0 / stepCount;
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return v - v % step;
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}
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v2f vert(appdata v)
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{
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v2f o;
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v.vertex.y += _HeightOffset;
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//o.vertex = UnityObjectToClipPos(v.vertex);
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o.color = v.color;
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o.positionWS = mul(unity_ObjectToWorld, v.vertex);
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o.positionNormalized = mul(_WorldToNormalized, o.positionWS);
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o.vertex = float4(o.positionNormalized.x * 2 - 1, -o.positionNormalized.z * 2 + 1, 0, 1);
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return o;
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}
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fixed4 fragRamp(v2f i): SV_Target
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{
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float4 heightMapColor = tex2D(_HeightMap, i.positionNormalized.xz);
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float currentHeight = GriffinDecodeFloatRG(heightMapColor.rg);
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float splineHeight = clamp(i.positionNormalized.y, 0, 1);
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float delta = splineHeight - currentHeight;
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float targetHeight = currentHeight + (delta < 0) * _LowerHeight * delta + (delta >= 0) * _RaiseHeight * saturate(delta);
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float2 noiseUV = float2(i.positionWS.x * _FalloffNoise_ST.x, i.positionWS.z * _FalloffNoise_ST.y);
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float falloffNoise = tex2D(_FalloffNoise, noiseUV).r;
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float t = clamp(i.color.r, 0, 1);
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float falloffCurve = tex2D(_Falloff, float2(t, 0.5)).r;
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float falloff = (falloffCurve - falloffNoise) * (i.color.r < 1) + i.color.r * (i.color.r == 1);
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falloff = saturate(falloff);
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float terrainMask = 1 - tex2D(_TerrainMask, i.positionNormalized.xz).r;
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float h = lerp(currentHeight, targetHeight, falloff);
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h = lerp(currentHeight, h, terrainMask);
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h = stepValue(h, _StepCount);
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h = max(0, min(0.999999, h));
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float2 encodedHeight = GriffinEncodeFloatRG(h);
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float addRes = lerp(0, _AdditionalMeshResolution, terrainMask);
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return saturate(float4(encodedHeight.rg, addRes, heightMapColor.a));
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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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Cull Off
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Pass
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{
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Name "Ramp"
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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 fragRamp
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ENDCG
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}
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}
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}
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