79 lines
1.7 KiB
Plaintext
79 lines
1.7 KiB
Plaintext
Shader "Hidden/Griffin/SplineMask"
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{
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Properties
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{
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_Falloff("Falloff", 2D) = "white" { }
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_FalloffNoise("Falloff Noise", 2D) = "white" { }
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_TerrainMask("TerrainMask", 2D) = "black" { }
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}
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CGINCLUDE
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#include "UnityCG.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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float2 uv: TEXCOORD0;
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float4 positionWS: TEXCOORD1;
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};
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sampler2D _Falloff;
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sampler2D _FalloffNoise;
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float4 _FalloffNoise_ST;
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sampler2D _TerrainMask;
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float4x4 _WorldToNormalized;
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v2f vert(appdata v)
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{
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v2f o;
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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.uv = mul(_WorldToNormalized, o.positionWS).xz;
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o.vertex = float4(o.uv.x * 2 - 1, -o.uv.y * 2 + 1, 0, 1);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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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.uv).r;
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float4 overlayColor = float4(falloff, falloff, falloff, falloff) * terrainMask;
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return overlayColor;
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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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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 frag
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ENDCG
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}
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}
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}
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