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2024-11-20 15:21:28 +01:00

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Shader "Hidden/Gaia/CombineCollisionMasks" {
Properties{
//The input texture
_InputTex("Input Texture", any) = "" {}
//The image mask texture
_ImageMaskTex("Image Mask Texture", any) = "" {}
//V4 to store width & height dimensions of textures: x,y=_InputTex z,w=_ImageMaskText
_Dimensions("Texture Dimensions", Vector) = (1,1,1,1)
//Flag to determine whether the Mask is inverted or not
_Invert("Invert Distance Mask", Int) = 0
//Strength from 0 to 1 to determine how "strong" the image mask effect is applied
_Strength("Strength", Float) = 0
}
SubShader{
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
#include "TerrainTool.cginc"
sampler2D _InputTex;
sampler2D _ImageMaskTex;
int _Invert;
float _Strength;
float4 _Dimensions;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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 // 1 Filter Image Greater Than
{
Name "Filter Image Greater Than"
CGPROGRAM
#pragma vertex vert
#pragma fragment FilterImageGreaterThan
float4 FilterImageGreaterThan(v2f i) : SV_Target
{
float col = UnpackHeightmap(tex2D(_InputTex, i.pcUV));
//scale the UV input according to the size difference so that the image mask tex
float2 relativeUV = i.pcUV;
relativeUV.x = i.pcUV.x * 1.0f;// (_Dimensions.z / _Dimensions.x);
relativeUV.y = i.pcUV.y * 1.0f; // (_Dimensions.w / _Dimensions.y);
float col2 = UnpackHeightmap(tex2D(_ImageMaskTex, relativeUV));
if (_Invert > 0)
{
col2 = (1.0f - col2);
}
float result = col;
if (col2 < col)
{
result = col2;
}
return PackHeightmap(result);
//return PackHeightmap(lerp(col,result,_Strength));
}
ENDCG
}
}
Fallback Off
}