forked from BilalY/Rasagar
64 lines
1.6 KiB
Plaintext
64 lines
1.6 KiB
Plaintext
Shader "Hidden/TerrainEngine/DetailScatter"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass
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{
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Name "Detail Scatter"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment DetailScatter
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float4 DetailScatter(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushShape = oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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return PackHeightmap(brushShape);
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}
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ENDCG
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}
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}
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}
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