BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Shaders/Internal/SplineTool/RampMaker.shader

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