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

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Shader "Hidden/Griffin/RampMaker"
{
Properties
{
_HeightMap ("Height Map", 2D) = "black" {}
_Falloff ("Falloff", 2D) = "white" {}
_FalloffNoise ("Falloff Noise", 2D) = "white" {}
_LowerHeight ("Lower Height", Int) = 1
_RaiseHeight ("Raise Height", Int) = 1
_AdditionalMeshResolution ("Additional Mesh Resolution", Float) = 0
_TerrainMask ("TerrainMask", 2D) = "black"{}
_StepCount ("Step Count", Int) = 1000
}
CGINCLUDE
#pragma multi_compile _ FALLOFF
#include "UnityCG.cginc"
#include "SplineToolCommon.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 worldPos : TEXCOORD1;
float3 vertexColor : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 localPos : TEXCOORD1;
float3 vertexColor : COLOR;
float4 worldPos : TEXCOORD2;
};
sampler2D _HeightMap;
sampler2D _Falloff;
sampler2D _FalloffNoise;
float4 _FalloffNoise_ST;
int _LowerHeight;
int _RaiseHeight;
float _AdditionalMeshResolution;
sampler2D _TerrainMask;
int _StepCount;
float stepValue(float v, int stepCount)
{
float step = 1.0 / stepCount;
return v - v % step;
}
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 fragRamp (v2f i) : SV_Target
{
float4 heightMapColor = tex2D(_HeightMap, i.uv);
float currentHeight = GriffinDecodeFloatRG(heightMapColor.rg);
float splineHeight = clamp(i.localPos.z,0,1);
float delta = splineHeight - currentHeight;
float targetHeight = currentHeight + (delta < 0)*_LowerHeight*delta + (delta >= 0)*_RaiseHeight*saturate(delta);
#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;
float h = lerp(currentHeight, targetHeight, falloff);
h = lerp(currentHeight, h, terrainMask);
h = stepValue(h, _StepCount);
h = max(0, min(0.999999, h));
float2 encodedHeight = GriffinEncodeFloatRG(h);
float addRes = lerp(0, _AdditionalMeshResolution, terrainMask);
return saturate(float4(encodedHeight.rg, addRes, heightMapColor.a));
}
ENDCG
SubShader
{
Tags { "RenderType"="Transparent" }
Cull Off
Pass
{
Name "Ramp"
Blend One Zero
BlendOp Add
CGPROGRAM
#pragma vertex vert
#pragma fragment fragRamp
ENDCG
}
}
}