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

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Shader "Hidden/TerrainTools/Noise/Preview"
{
Properties { _MainTex ("Texture", any) = "" {} }
SubShader
{
ZTest Always Cull OFF ZWrite Off
HLSLINCLUDE
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
float _Layer;
struct appdata_t
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
inline float4 remap( float4 n, float o, float p, float a, float b )
{
return a.xxxx + (b.xxxx - a.xxxx) * (n - o.xxxx) / (p.xxxx - o.xxxx);
}
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.uv = v.uv;
return o;
}
ENDHLSL
Pass
{
Name "Noise Preview (2D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag( v2f i ) : SV_Target
{
float r = UnpackHeightmap(tex2D(_MainTex, i.uv));
// r = remap( r.xxxx, 0, 1, -4, 5 );
float4 color = lerp( float4( 0, abs( r ), abs( r ), 1 ), float4( r.xxx, 1 ), max( sign( r ), 0 ) );
// color the out of range values
color = lerp( color, float4( r - .9, 0, 0, 1 ), max( sign( r - 1 ), 0 ) ); // if over 1
return color;
}
ENDHLSL
}
Pass
{
Name "Noise Preview (3D)"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag( v2f i ) : SV_Target
{
float r = UnpackHeightmap(tex2D(_MainTex, i.uv));
return lerp( float4( 0, abs( r ), abs( r ), 1 ), float4( r.xxx, 1 ), max( sign( r ), 0 ) );
}
ENDHLSL
}
}
}