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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/GaiaPro/PowerOf" {
Properties {
//The input texture
_InputTex ("Input Texture", any) = "" {}
//The image mask texture
_BrushTex ("Brush Texture", any) = "" {}
//Flag to determine whether the Mask is inverted or not
_Invert("Invert Distance Mask", Int) = 0
//Power function to be applied
_Power("Strength", Float) = 1
//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 _BrushTex;
int _Invert;
float _Power;
float _Strength;
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 // 0 Power Of
{
Name "Power Of"
CGPROGRAM
#pragma vertex vert
#pragma fragment FilterPowerOf
float4 FilterPowerOf(v2f i) : SV_Target
{
float height = UnpackHeightmap(tex2D(_InputTex, i.pcUV));
float powerOfHeight = pow(height,4.0f-_Power);
// out of bounds multiplier
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
float2 heightmapUV = PaintContextUVToHeightmapUV(i.pcUV);
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));
//noise = ((noise - 0.5f) * _ContrastFilter) + 0.5f;
//if (_Invert > 0)
//{
// powerOfHeight = (1.0f - powerOfHeight);
//}
//return PackHeightmap(height + height * (powerOfHeight-height));
return PackHeightmap(lerp(height, powerOfHeight, brushStrength));
//return PackHeightmap(lerp(height,(height * powerOfHeight),_Strength));
}
ENDCG
}
}
Fallback Off
}