68 lines
1.6 KiB
Plaintext
68 lines
1.6 KiB
Plaintext
Shader "Hidden/MicroVerse/TreeHeightMod"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _TreeSDF;
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sampler2D _PlacementMask;
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float _RealHeight;
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float _Amount;
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float _Width;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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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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float4 raw = tex2D(_MainTex, i.uv);
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float sdf = tex2D(_TreeSDF, i.uv).r * 256;
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if (sdf < 0)
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return raw;
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float origHeight = UnpackHeightmap(raw);
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float w = 1.0 - saturate(sdf / _Width);
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float mask = 1.0 - tex2D(_PlacementMask, i.uv).r;
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w *= mask;
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w = smoothstep(0,1, w);
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origHeight += (_Amount / _RealHeight) * w;
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return PackHeightmap(origHeight);
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}
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ENDCG
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}
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}
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}
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