115 lines
2.8 KiB
Plaintext
115 lines
2.8 KiB
Plaintext
Shader "Hidden/Griffin/RampMaker"
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{
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Properties
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{
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_HeightMap ("Height Map", 2D) = "black" {}
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_Falloff ("Falloff", 2D) = "white" {}
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_FalloffNoise ("Falloff Noise", 2D) = "white" {}
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_LowerHeight ("Lower Height", Int) = 1
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_RaiseHeight ("Raise Height", Int) = 1
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_AdditionalMeshResolution ("Additional Mesh Resolution", Float) = 0
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_TerrainMask ("TerrainMask", 2D) = "black"{}
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_StepCount ("Step Count", Int) = 1000
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}
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CGINCLUDE
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#pragma multi_compile _ FALLOFF
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#include "UnityCG.cginc"
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#include "SplineToolCommon.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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float4 worldPos : TEXCOORD1;
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float3 vertexColor : COLOR;
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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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sampler2D _HeightMap;
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sampler2D _Falloff;
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sampler2D _FalloffNoise;
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float4 _FalloffNoise_ST;
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int _LowerHeight;
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int _RaiseHeight;
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float _AdditionalMeshResolution;
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sampler2D _TerrainMask;
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int _StepCount;
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float stepValue(float v, int stepCount)
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{
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float step = 1.0 / stepCount;
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return v - v % step;
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}
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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 fragRamp (v2f i) : SV_Target
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{
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float4 heightMapColor = tex2D(_HeightMap, i.uv);
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float currentHeight = GriffinDecodeFloatRG(heightMapColor.rg);
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float splineHeight = clamp(i.localPos.z,0,1);
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float delta = splineHeight - currentHeight;
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float targetHeight = currentHeight + (delta < 0)*_LowerHeight*delta + (delta >= 0)*_RaiseHeight*saturate(delta);
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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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float h = lerp(currentHeight, targetHeight, falloff);
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h = lerp(currentHeight, h, terrainMask);
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h = stepValue(h, _StepCount);
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h = max(0, min(0.999999, h));
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float2 encodedHeight = GriffinEncodeFloatRG(h);
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float addRes = lerp(0, _AdditionalMeshResolution, terrainMask);
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return saturate(float4(encodedHeight.rg, addRes, heightMapColor.a));
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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 "Ramp"
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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 fragRamp
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ENDCG
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}
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}
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}
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