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

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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
}
}
}