99 lines
2.8 KiB
Plaintext
99 lines
2.8 KiB
Plaintext
Shader "Hidden/Griffin/GeometryLivePreview"
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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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_OldHeightMap ("Old Height Map", 2D) = "black" {}
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_NewHeightMap ("New Height Map", 2D) = "black" {}
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_Height ("Height", Float) = 1
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_Transparency ("Transparency", Range(0,1)) = 0.5
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_BoundMin ("Bound Min", Vector) = (0,0,0,1)
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_BoundMax ("Bound Max", Vector) = (1,1,1,1)
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_FadeDistance ("Fade Distance", Float) = 2
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "RenderType"="Transparent"}
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Blend SrcAlpha OneMinusSrcAlpha
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ZTest Off
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Offset -1, -1
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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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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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#include "LivePreviewCommon.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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UNITY_FOG_COORDS(1)
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float4 vertex : SV_POSITION;
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float4 worldPos : TEXCOORD2;
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float4 vertexColor : TEXCOORD3;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _OldHeightMap;
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sampler2D _NewHeightMap;
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float _Height;
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float _Transparency;
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float4 _BoundMin;
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float4 _BoundMax;
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float _FadeDistance;
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v2f vert (appdata v)
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{
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v2f o;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
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float4 heightMapUv = float4(
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(worldPos.x-_BoundMin.x)/(_BoundMax.x-_BoundMin.x),
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(worldPos.z-_BoundMin.z)/(_BoundMax.z-_BoundMin.z),
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0, 0
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);
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float oldHeight = GriffinDecodeFloatRG(tex2Dlod(_OldHeightMap, heightMapUv).rg)*_Height;
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float newHeight = GriffinDecodeFloatRG(tex2Dlod(_NewHeightMap, heightMapUv).rg)*_Height;
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v.vertex.y = newHeight;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.vertexColor = float4(
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1,1,1,
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clamp(abs(newHeight-oldHeight)/_FadeDistance,0,1)
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);
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UNITY_TRANSFER_FOG(o,o.vertex);
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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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float3 dpdx = ddx(i.worldPos);
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float3 dpdy = ddy(i.worldPos);
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float3 normal = normalize(cross(dpdy, dpdx));
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float4 col = float4(
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(normal.x + 1)*0.5,
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(normal.z + 1)*0.5,
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(normal.y + 1)*0.5,
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_Transparency*i.vertexColor.a);
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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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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