Rasagar/Library/PackageCache/com.unity.terrain-tools/Shaders/DetailScatter.shader
2024-08-26 23:07:20 +03:00

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Shader "Hidden/TerrainEngine/DetailScatter"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#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;
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;
}
ENDCG
Pass
{
Name "Detail Scatter"
CGPROGRAM
#pragma vertex vert
#pragma fragment DetailScatter
float4 DetailScatter(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushShape = oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
return PackHeightmap(brushShape);
}
ENDCG
}
}
}