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

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