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

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Shader "Hidden/Griffin/PathPainter"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Main Tex", 2D) = "black" {}
_Falloff ("Falloff", 2D) = "white" {}
_FalloffNoise ("Falloff Noise", 2D) = "white" {}
_Metallic ("Metallic", Float) = 0
_Smoothness ("Smoothness", Float) = 0
_ChannelIndex ("ChannelIndex", Int) = 0
_TerrainMask("TerrainMask", 2D) = "black"{}
}
CGINCLUDE
#include "UnityCG.cginc"
#pragma multi_compile _ FALLOFF
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 vertexColor : COLOR;
float4 worldPos : TEXCOORD1;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 localPos : TEXCOORD1;
float3 vertexColor : COLOR;
float4 worldPos : TEXCOORD2;
};
float4 _Color;
sampler2D _MainTex;
sampler2D _Falloff;
sampler2D _FalloffNoise;
float4 _FalloffNoise_ST;
float _Metallic;
float _Smoothness;
int _ChannelIndex;
sampler2D _TerrainMask;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.localPos = v.vertex;
o.worldPos = v.worldPos;
o.vertexColor = v.vertexColor;
return o;
}
fixed4 fragAlbedo (v2f i) : SV_Target
{
float4 currentColor = tex2D(_MainTex, i.uv);
#if FALLOFF
float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y);
float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1);
float falloffNoiseValue = falloffNoiseColor.r;
float f = i.vertexColor.r*falloffNoiseValue;
float t = clamp(f, 0, 1);
float falloff = tex2D(_Falloff, float2(t,0.5)).r;
#else
float falloff = 1;
#endif
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 overlayColor = float4(_Color.rgb, _Color.a*falloff);
overlayColor = lerp(currentColor, overlayColor, terrainMask);
return overlayColor;
}
fixed4 fragMetallicSmoothness (v2f i) : SV_Target
{
float4 currentColor = tex2D(_MainTex, i.uv);
#if FALLOFF
float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y);
float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1);
float falloffNoiseValue = falloffNoiseColor.r;
float f = i.vertexColor.r*falloffNoiseValue;
float t = clamp(f, 0, 1);
float falloff = tex2D(_Falloff, float2(t,0.5)).r;
#else
float falloff = 1;
#endif
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 overlayColor = float4(_Metallic, 0, 0, _Smoothness);
overlayColor = lerp(currentColor, overlayColor, terrainMask);
float4 desColor = lerp(currentColor, overlayColor, falloff);
return desColor;
}
fixed4 fragSplat (v2f i) : SV_Target
{
float4 currentColor = tex2D(_MainTex, i.uv);
#if FALLOFF
float2 uv1 = float2(i.worldPos.x*_FalloffNoise_ST.x, i.worldPos.y*_FalloffNoise_ST.y);
float4 falloffNoiseColor = tex2D(_FalloffNoise, uv1);
float falloffNoiseValue = falloffNoiseColor.r;
float f = i.vertexColor.r*falloffNoiseValue;
float t = clamp(f, 0, 1);
float falloff = tex2D(_Falloff, float2(t,0.5)).r;
#else
float falloff = 1;
#endif
float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r;
float4 channel = float4(_ChannelIndex==0, _ChannelIndex==1, _ChannelIndex==2, _ChannelIndex==3);
float4 desColor = channel;
float4 result = lerp(currentColor, desColor, falloff);
result = lerp(currentColor, result, terrainMask);
return result;
}
ENDCG
SubShader
{
Tags { "RenderType"="Transparent" }
Cull Off
Pass
{
Name "Albedo"
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAlbedo
ENDCG
}
Pass
{
Name "Metallic Smoothness"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragMetallicSmoothness
ENDCG
}
Pass
{
Name "Splat"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragSplat
ENDCG
}
}
}