98 lines
1.4 KiB
Plaintext
98 lines
1.4 KiB
Plaintext
Shader "Hidden/Polaris/FetchWorldData"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" { }
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_Bounds ("Bounds", Vector) = (1, 1, 1, 1)
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_EnableTerrainMask ("Enable Terrain Mask", Float) = 0
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}
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CGINCLUDE
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#include "ErosionToolCommon.cginc"
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struct appdata
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{
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float4 vertex: POSITION;
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float2 uv: TEXCOORD0;
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};
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struct v2f
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{
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float2 uv: TEXCOORD0;
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float4 vertex: SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _Bounds;
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float _EnableTerrainMask;
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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.uv = v.uv;
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return o;
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}
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ENDCG
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag(v2f i): SV_Target
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{
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float2 enc = tex2D(_MainTex, i.uv).rg;
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float h = DecodeFloatRG(enc) * _Bounds.y;
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float4 color = float4(h, 0, h, 0);
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return color;
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag(v2f i): SV_Target
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{
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float4 mask = tex2D(_MainTex, i.uv);
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float4 color = float4(mask.b, 1, 0, 1 - mask.r * _EnableTerrainMask); //water source, rain, unused, erosion strength
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return color;
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag(v2f i): SV_Target
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{
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return float4(0, 0, 0, 0);
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}
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ENDCG
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}
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}
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}
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