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

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/SharpenPeaks"
{
Properties
{
_MainTex ("Texture", any) = "" {}
}
SubShader {
ZTest Always Cull Off ZWrite Off
Pass
{
Name "Ridge Erode"
CGPROGRAM
#pragma vertex vert
#pragma fragment Erode
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
sampler2D _BrushTex;
sampler2D _FilterTex;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define EROSION_STRENGTH (_BrushParams[1])
#define MIX_STRENGTH (_BrushParams[2])
struct appdata_t {
float4 vertex : POSITION;
float2 pcUV : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 pcUV : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pcUV = v.pcUV;
return o;
}
float4 Erode(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
float2 heightmapUV = i.pcUV;
const float2 coords [4] = { {-1,0}, { 1,0}, {0, -1}, { 0, 1} };
float hc = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
float hl = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[0] * _MainTex_TexelSize.xy));
float hr = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[1] * _MainTex_TexelSize.xy));
float ht = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[2] * _MainTex_TexelSize.xy));
float hb = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[3] * _MainTex_TexelSize.xy));
float l = min(hl, hr);
float r = max(hl, hr);
float b = min(hb, ht);
float t = max(hb, ht);
float height = hc;
if (height > l && height < r)
{
float hlr01 = pow((height - l) / (r - l), EROSION_STRENGTH);
height = hlr01 * (r - l) + l;
}
if (height > b && height < t)
{
float hbt01 = pow((height - b) / (t - b), EROSION_STRENGTH);
height = hbt01 * (t - b) + b;
}
height = lerp(0.25f * ( hl + hr + ht + hb ), height, MIX_STRENGTH);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
return clamp(lerp(hc, height, brushStrength), 0, 0.5f);
}
ENDCG
}
}
Fallback Off
}