Shader "Hidden/MicroVerse/TreeSplatMod" { Properties { } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/SplatMerge.cginc" #include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/Noise.cginc" #include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/Filtering.cginc" #pragma shader_feature_local_fragment _ _TEXTUREFILTER #pragma shader_feature_local_fragment _ _APPLYFILTER struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _IndexMap; sampler2D _WeightMap; sampler2D _PlacementMask; float4 _IndexMap_TexelSize; float _Index; sampler2D _TreeSDF; float _RealHeight; float _Amount; float _Width; float3 _TextureLayerWeights[32]; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } FragmentOutput frag (v2f i) { float sdf = tex2D(_TreeSDF, i.uv).r * 256; float2 stampUV = mul(_Transform, float4(i.uv, 0, 1)).xy; float w = 1.0 - saturate(sdf / _Width); w = smoothstep(0, 1, w); half4 indexes = tex2D(_IndexMap, i.uv) * 32; half4 weights = tex2D(_WeightMap, i.uv); w *= _Amount; float mask = 1.0 - tex2D(_PlacementMask, i.uv).g; w *= mask; #if _APPLYFILTER w *= saturate(DoFilters(i.uv, stampUV, i.uv * _NoiseUV.z + _NoiseUV.xy)); #if _TEXTUREFILTER float texMask = 1; for (int itr = 0; itr < 4; ++itr) { int index = round(indexes[itr]); float weight = weights[itr]; float3 tlw = _TextureLayerWeights[index]; texMask -= ((tlw.x * weight) + (tlw.z * weight) * tlw.y); } texMask = saturate(texMask); w *= texMask; #endif #endif // reduce weights of other textures by the amount of this texture weights *= 1.0 - w; FragmentOutput o = FilterSplatWeights(w, weights, indexes, _Index); o.indexMap /= 32; return o; } ENDCG } } }