// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Procedural Worlds/GeNa/Visualization" { Properties { [Enum(UnityEngine.Rendering.CompareFunction)] _zTestMode ("Z Test mode", Int) = 4 //4 = LEqual _previewColor0("Preview Color 1",Color) = (.99, .85, .92, 0) _colorTexture0("Color Texture 1", 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 "SpawnerPreview" 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; float2 heightmapUV : TEXCOORD4; }; 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; o.heightmapUV = heightmapUV; return o; } float4 frag(v2f i) : SV_Target { float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV)); float colorSample0 = UnpackHeightmap(tex2D(_colorTexture0, i.heightmapUV)); // normal based coloring float3 dx = ddx(i.positionWorld); float3 dy = ddy(i.positionWorld); float3 normal = normalize(cross(dy, dx)); float4 color = float4(0, 0, 0, 0); color = lerp(color, _previewColor0, _previewColor0.a * colorSample0); color.a *= brushSample; //apply sea level tint if (i.positionWorld.y < _seaLevel) { color.rgb = (color.rgb * (1 - _seaLevelTintColor.a)) + (_seaLevelTintColor.rgb * _seaLevelTintColor.a); } color.rgb = color.rgb * (0.1f + 0.9f * dot(0.75f, normal / 1.15f)); return color; } ENDCG } Pass // 1 { Name "StampPreview" CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _HeightmapOrig; float4 _positiveHeightColor; float4 _negativeHeightColor; 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)); // 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; } //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(0.75f, normal / 1.15f)); color.a = saturate(1.0f * deltaHeight) * color.a; return color; } ENDCG } } Fallback Off }