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