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2025-06-09 23:23:13 +08:00

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