ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/MeshStamp2.shader

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/MeshStamp2" {
Properties { _MainTex ("Texture", any) = "" {} }
SubShader {
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f defVert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
ENDCG
Pass // 0 - Draw Mesh Preview Front
{
ZTest LEqual Cull Back
Name "Draw Mesh Stamp Preview - Front Faces"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 _RotMatrix;
v2f vert(appdata_t v)
{
v2f o;
o.texcoord = clamp(abs(mul(_RotMatrix, v.vertex).y), 0.0f, 1.0f);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(v2f i) : SV_Target
{
return lerp(float4(0.5f, 0.5f, 1.0f, 0.65f), float4(0.5f, 0.5f, 1.0f, 0.95f), i.texcoord.x * 1.5f);
}
ENDCG
}
Pass // 1 - Draw Mesh Preview Back
{
ZTest GEqual Cull Front
Name "Draw Mesh Stamp Preview - Back Faces"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4x4 _RotMatrix;
v2f vert(appdata_t v)
{
v2f o;
o.texcoord = clamp(abs(mul(_RotMatrix, v.vertex).y), 0.0f, 1.0f);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
float4 frag(v2f i) : SV_Target
{
return lerp(float4(1.0f, 0.5f, 0.5f, 0.5f), float4(1.0f, 0.5f, 0.5f, 0.95f), i.texcoord.x * 1.5f);
}
ENDCG
}
Pass // 2 Mesh Stamp - Depth Pass (front faces)
{
ZTest LEqual
Cull Back
ZWrite On
Name "Mesh Stamp - Depth Render (front faces)"
CGPROGRAM
#pragma vertex GatherHeightVert
#pragma fragment GatherHeightFrag
float4x4 _Model;
float4x4 _MVP;
float4 _StampParams;
#define StampTerrainHeight _StampParams[0]
struct StampMeshVertexOutput
{
float4 pos : SV_POSITION;
float4 worldPos : TEXCOORD0;
};
StampMeshVertexOutput GatherHeightVert(appdata_base v)
{
StampMeshVertexOutput o;
o.pos = mul(_MVP, v.vertex);
o.worldPos = mul(_Model, v.vertex);
return o;
}
float4 GatherHeightFrag(StampMeshVertexOutput i) : SV_TARGET
{
return PackHeightmap(clamp(i.worldPos.z / StampTerrainHeight, 0.0f, 0.5f));
}
ENDCG
}
Pass // 3 Mesh Stamp - Depth Pass (back faces)
{
ZTest GEqual
Cull Front
ZWrite On
Name "Mesh Stamp - Depth Render (back faces)"
CGPROGRAM
#pragma vertex GatherHeightVert
#pragma fragment GatherHeightFrag
float4x4 _Model;
float4x4 _MVP;
float4 _StampParams;
#define StampTerrainHeight _StampParams[0]
struct StampMeshVertexOutput
{
float4 pos : SV_POSITION;
float4 worldPos : TEXCOORD0;
};
StampMeshVertexOutput GatherHeightVert(appdata_base v)
{
StampMeshVertexOutput o;
o.pos = mul(_MVP, v.vertex);
o.worldPos = mul(_Model, v.vertex);
return o;
}
float4 GatherHeightFrag(StampMeshVertexOutput i) : SV_TARGET
{
return PackHeightmap(clamp(i.worldPos.z / StampTerrainHeight, 0.0f, 0.5f));
}
ENDCG
}
Pass // 4 Mesh Stamp to Heightmap
{
Name "Mesh Stamp to Heightmap"
CGPROGRAM
#pragma vertex defVert
#pragma fragment StampMesh
sampler2D _MeshStampTex;
float4 _StampParams;
float4 _BrushParams;
#define StampTerrainHeight _StampParams[0]
#define MeshHeight _StampParams[1]
#define OverwriteMode _StampParams[2]
#define Addition _StampParams[3]
#define HeightDelta _BrushParams[0]
float4 StampMesh(v2f i) : SV_Target
{
float stampedHeight = UnpackHeightmap(tex2D(_MeshStampTex, i.texcoord));
float currentHeight = UnpackHeightmap(tex2D(_MainTex, i.texcoord));
// get adjusted mesh height (works for both addition and subtraction)
if (OverwriteMode <= 0.0f)
{
float meshHeightInTerrainUnits = MeshHeight / StampTerrainHeight;
float tempStampedHeight = stampedHeight - meshHeightInTerrainUnits;
float tempCurrentHeight = currentHeight - meshHeightInTerrainUnits;
float newHeight = tempStampedHeight + tempCurrentHeight;
float deltaAdjustment = HeightDelta / StampTerrainHeight;
newHeight += meshHeightInTerrainUnits + deltaAdjustment;
stampedHeight = clamp(newHeight, 0.0f, 0.5f);
}
// addition must not subtract terrain
// subtraction cannot add terrain
if ((Addition > 0.0f && currentHeight < stampedHeight) ||
(Addition <= 0.0f && stampedHeight < currentHeight))
return PackHeightmap(stampedHeight);
// use original height if it fails the rules
return PackHeightmap(currentHeight);
}
ENDCG
}
}
Fallback Off
}