367 lines
14 KiB
Plaintext
367 lines
14 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Gaia/SpawnerPreview"
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{
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Properties
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{
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[Enum(UnityEngine.Rendering.CompareFunction)] _zTestMode ("Z Test mode", Int) = 4 //4 = LEqual
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_previewColor0("Preview Color 1",Color) = (.99, .85, .92, 0)
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_previewColor1("Preview Color 2",Color) = (.99, .85, .92, 0)
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_previewColor2("Preview Color 3",Color) = (.99, .85, .92, 0)
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_previewColor3("Preview Color 4",Color) = (.99, .85, .92, 0)
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_previewColor4("Preview Color 5",Color) = (.99, .85, .92, 0)
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_colorTexture0("Color Texture 1", any) = "" {}
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_colorTexture1("Color Texture 2", any) = "" {}
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_colorTexture2("Color Texture 3", any) = "" {}
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_colorTexture3("Color Texture 4", any) = "" {}
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_colorTexture4("Color Texture 5", any) = "" {}
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_seaLevelTintColor ("Sea Level Tint Color",Color) = (.34, .85, .92, 1)
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_normalMapColorPower ("Normal Map Color Power",Float) = 0.3
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_seaLevel ("Sea Level",Float) = 0
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}
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SubShader
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{
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ZTest [_zTestMode] Cull Back ZWrite On
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
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#pragma exclude_renderers gles
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#include "UnityCG.cginc"
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#include "TerrainPreview.cginc"
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sampler2D _BrushTex;
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ENDCG
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Pass // 0
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{
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Name "TerrainPreviewProcedural"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f {
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float4 clipPosition : SV_POSITION;
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float3 positionWorld : TEXCOORD0;
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float3 positionWorldOrig : TEXCOORD1;
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float2 pcPixels : TEXCOORD2;
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float2 brushUV : TEXCOORD3;
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};
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v2f vert(uint vid : SV_VertexID)
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{
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// build a quad mesh, with one vertex per paint context pixel (pcPixel)
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float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
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// compute heightmap UV and sample heightmap
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float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
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float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
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// compute brush UV
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float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
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// compute object position (in terrain space) and world position
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float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
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float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
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v2f o;
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o.pcPixels = pcPixels;
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o.positionWorld = positionWorld;
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o.positionWorldOrig = positionWorld;
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o.clipPosition = UnityWorldToClipPos(positionWorld);
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o.brushUV = brushUV;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
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// out of bounds multiplier
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float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
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// brush outline stripe
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float stripeWidth = 2.0f; // pixels
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float stripeLocation = 0.2f; // at 20% alpha
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float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth);
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//float4 color = float4(0.5f, 0.5f, 1.0f, 1.0f) * saturate(brushStripe + 0.5f * brushSample);
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float4 color = float4(1.0f, 1.0f, 1.0f, 1.0f) * saturate(brushStripe + 0.5f * brushSample);
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color.a = 0.6f * saturate(brushSample * 5.0f);
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return color * oob;
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}
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ENDCG
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}
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Pass // 1
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{
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Name "TerrainPreviewProceduralDeltaNormals"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _HeightmapOrig;
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float4 _previewColor0;
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float4 _previewColor1;
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float4 _previewColor2;
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float4 _previewColor3;
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float4 _previewColor4;
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sampler2D _colorTexture0;
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sampler2D _colorTexture1;
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sampler2D _colorTexture2;
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sampler2D _colorTexture3;
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sampler2D _colorTexture4;
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float4 _seaLevelTintColor;
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float _normalMapColorPower;
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float _seaLevel;
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struct v2f {
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float4 clipPosition : SV_POSITION;
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float3 positionWorld : TEXCOORD0;
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float3 positionWorldOrig : TEXCOORD1;
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float2 pcPixels : TEXCOORD2;
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float2 brushUV : TEXCOORD3;
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};
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v2f vert(uint vid : SV_VertexID)
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{
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// build a quad mesh, with one vertex per paint context pixel (pcPixel)
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float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
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// compute heightmap UV and sample heightmap
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float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
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float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
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float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, float4(heightmapUV, 0, 0)));
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// compute brush UV
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float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
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// compute object position (in terrain space) and world position
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float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
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float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
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float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig);
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float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig);
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v2f o;
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o.pcPixels = pcPixels;
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o.positionWorld = positionWorld;
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o.positionWorldOrig = positionWorldOrig;
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o.clipPosition = UnityWorldToClipPos(positionWorld);
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o.brushUV = brushUV;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
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float colorSample0 = UnpackHeightmap(tex2D(_colorTexture0, i.brushUV));
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float colorSample1 = UnpackHeightmap(tex2D(_colorTexture1, i.brushUV));
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float colorSample2 = UnpackHeightmap(tex2D(_colorTexture2, i.brushUV));
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float colorSample3 = UnpackHeightmap(tex2D(_colorTexture3, i.brushUV));
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float colorSample4 = UnpackHeightmap(tex2D(_colorTexture4, i.brushUV));
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// out of bounds multiplier
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float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
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float deltaHeight = abs(i.positionWorld.y - i.positionWorldOrig.y);
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// normal based coloring
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float3 dx = ddx(i.positionWorld);
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float3 dy = ddy(i.positionWorld);
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float3 normal = normalize(cross(dy, dx));
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float3 lightDir = UnityWorldSpaceLightDir(i.positionWorld.xyz);
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// float4 color;
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//color.r = 1.0f;
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//color.g = 1.0f;
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//color.b = 1.0f;
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//color.a = 1.0f;
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////positive or negative color?
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//if(i.positionWorld.y - i.positionWorldOrig.y>=0)
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//{
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// //color.rgb = saturate(normal.xzy * (_positiveHeightColor.rgb + float3(-0.5f, -0.5f, 0.5f)) + 0.4f);
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//// color.rgb = normal.xzy;// + float3(0.5f, 0.5f, 0.5f);
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// color.rgb = _positiveHeightColor.rgb;
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// color.a = _positiveHeightColor.a;
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//}
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//else
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//{
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// //color.rgb = saturate(normal.xzy * (_negativeHeightColor.rgb + float3(1.0f, -0.5f, -0.5f)) + 0.4f);
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// //color.rgb = normal.xzy;
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// color.rgb = _negativeHeightColor.rgb;
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// color.a = _negativeHeightColor.a;
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//}
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//calculate color according to the color texture samples
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/*_previewColor0.a *= colorSample0;
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_previewColor1.a *= colorSample1;
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_previewColor2.a *= colorSample2;
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_previewColor3.a *= colorSample3;
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_previewColor4.a *= colorSample4;*/
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float4 color = float4(0,0,0,0);
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//float totalStrength = colorSample0 + colorSample1 + colorSample2 + colorSample3 + colorSample4;
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color = lerp(color, _previewColor0, _previewColor0.a*colorSample0);
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color = lerp(color, _previewColor1, _previewColor1.a*colorSample1);
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color = lerp(color, _previewColor2, _previewColor2.a*colorSample2);
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color = lerp(color, _previewColor3, _previewColor3.a*colorSample3);
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color = lerp(color, _previewColor4, _previewColor4.a*colorSample4);
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/*color.rgb = _previewColor0.rgb * colorSample0 / totalStrength +
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_previewColor1.rgb * colorSample1 / totalStrength +
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_previewColor2.rgb * colorSample2 / totalStrength +
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_previewColor3.rgb * colorSample3 / totalStrength +
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_previewColor4.rgb * colorSample4 / totalStrength;*/
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/*float4 color = (_previewColor0;
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colorSample0;
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if (colorSample1 > colorSample0)
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{
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color = _previewColor1;
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color.a = colorSample1;
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}
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else if (colorSample2 > colorSample1)
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{
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color = _previewColor2;
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color.a = colorSample2;
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}
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else if (colorSample3 > colorSample2)
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{
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color = _previewColor3;
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color.a = colorSample3;
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}
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else if (colorSample4 > colorSample3)
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{
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color = _previewColor4;
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color.a = colorSample4;
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}*/
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color.a *= brushSample;
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////apply sea level tint
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if(i.positionWorld.y<_seaLevel)
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{
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color.rgb = (color.rgb * (1-_seaLevelTintColor.a)) + (_seaLevelTintColor.rgb * _seaLevelTintColor.a);
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}
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//
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////apply normal map influence
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//color.rgb = color.rgb * (1-_normalMapColorPower) + normal.xzy * _normalMapColorPower;
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//color.rgb = lerp(color.rgb, float3(1.0f, 1.0f, 1.0f), 0.3f);
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color.rgb = color.rgb * (0.1f + 0.9f * dot(lightDir, normal/1.15f));
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//color.a = 1.0f; // brushSample * _previewColor.a;
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return color;
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}
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ENDCG
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}
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Pass // 2
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{
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Name "TerrainPreviewProceduralDeltaStripes"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _HeightmapOrig;
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struct v2f {
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float4 clipPosition : SV_POSITION;
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float3 positionWorld : TEXCOORD0;
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float3 positionWorldOrig : TEXCOORD1;
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float2 pcPixels : TEXCOORD2;
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float2 brushUV : TEXCOORD3;
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};
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v2f vert(uint vid : SV_VertexID)
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{
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// build a quad mesh, with one vertex per paint context pixel (pcPixel)
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float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
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// compute heightmap UV and sample heightmap
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float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
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float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
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float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, float4(heightmapUV, 0, 0)));
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// compute brush UV
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float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
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// compute object position (in terrain space) and world position
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float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
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float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
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float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig);
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float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig);
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v2f o;
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o.pcPixels = pcPixels;
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o.positionWorld = positionWorld;
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o.positionWorldOrig = positionWorldOrig;
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o.clipPosition = UnityWorldToClipPos(positionWorld);
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o.brushUV = brushUV;
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return o;
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}
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float MultiStripes(in float x, in float freq1, in float freq2)
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{
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float2 derivatives = float2(ddx(x), ddy(x));
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float derivLen = length(derivatives);
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float tweak = 0.5;
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float sharpen = tweak / max(derivLen, 0.00001f);
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float triwave1 = abs(frac(x * freq1) - 0.5f) - 0.25f;
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float triwave2 = abs(frac(x * freq2) - 0.5f) - 0.25f;
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float width = 0.95f;
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float result1 = saturate((triwave1 - width * 0.25f) * sharpen / freq1 + 0.75f);
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float result2 = saturate((triwave2 - width * 0.25f) * sharpen / freq2 + 0.75f);
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return max(result1, result2);
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}
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float4 frag(v2f i) : SV_Target
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{
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float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
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// out of bounds multiplier
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float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
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// brush outline stripe
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float stripeWidth = 1.0f; // pixels
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float stripeLocation = 0.2f; // at 20% alpha
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float heightStripes = MultiStripes(i.positionWorld.y + 0.25f, 0.0625f, 1.0f);
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float xStripes = MultiStripes(i.positionWorld.x, 0.03125f, 0.5f);
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float zStripes = MultiStripes(i.positionWorld.z, 0.03125f, 0.5f);
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float deltaHeight = saturate(abs(i.positionWorld.y - i.positionWorldOrig.y));
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float4 color = lerp(float4(0.5f, 0.5f, 1.0f, 1.0f), float4(0.5f, 1.0f, 0.5f, 1.0f), deltaHeight);
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return color * lerp(deltaHeight * 0.5f, (brushSample > 0.0f ? 1.0f : 0.0f), 0.5f * saturate(heightStripes + xStripes + zStripes));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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