133 lines
3.6 KiB
Plaintext
133 lines
3.6 KiB
Plaintext
// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// 0-1 scaling of existing water data using multiplicative blending.
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Shader "Crest/Inputs/All/Scale"
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{
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Properties
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{
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// Scale the water data. Zero is no data and one leaves data untouched.
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_Crest_Scale("Scale", Range(0, 1)) = 0.35
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// Use the texture instead of the scale value.
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[Toggle(d_Texture)]
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_Crest_ApplyTexture("Apply Texture", Float) = 0
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[MainTexture] _Crest_Texture("Texture", 2D) = "black" {}
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// Inverts the scale value.
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[Toggle(d_Invert)]
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_Crest_Invert("Invert", Float) = 0
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[Header(Feather)]
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// Feather the edges of the mesh using the texture coordinates. Easiest to understand with a plane.
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[Toggle(d_Feather)]
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_Crest_Feather("Feather At UV Extents", Float) = 0
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// How far from edge to feather.
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_Crest_FeatherWidth("Feather Width", Range(0.001, 0.5)) = 0.1
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[HideInInspector]
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_Crest_Version("Version", Integer) = 0
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}
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SubShader
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{
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ZTest Always
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ZWrite Off
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Pass
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{
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// Multiply
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Blend Zero SrcColor
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma shader_feature_local d_Texture
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#pragma shader_feature_local d_Feather
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#pragma shader_feature_local_fragment d_Invert
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#include "UnityCG.cginc"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
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#if defined(d_Texture) || defined(d_Feather)
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#define _NEED_UVS
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#endif
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#if d_Texture
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Texture2D _Crest_Texture;
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SamplerState sampler_Crest_Texture;
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#endif
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CBUFFER_START(CrestPerWaterInput)
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float _Crest_Weight;
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float3 _Crest_DisplacementAtInputPosition;
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float _Crest_Scale;
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#if d_Feather
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half _Crest_FeatherWidth;
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#endif
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#if d_Texture
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float4 _Crest_Texture_ST;
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#endif
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CBUFFER_END
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struct Attributes
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{
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float3 positionOS : POSITION;
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#ifdef _NEED_UVS
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float2 uv : TEXCOORD0;
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#endif
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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#ifdef _NEED_UVS
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float2 uv : TEXCOORD0;
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#endif
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};
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Varyings Vert(Attributes input)
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{
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Varyings o;
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float3 positionWS = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)).xyz;
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// Correct for displacement.
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positionWS.xz -= _Crest_DisplacementAtInputPosition.xz;
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o.positionCS = mul(UNITY_MATRIX_VP, float4(positionWS, 1.0));
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#ifdef _NEED_UVS
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o.uv = input.uv;
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#endif
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return o;
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}
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half4 Frag(Varyings input) : SV_Target
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{
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#if d_Texture
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float scale = _Crest_Texture.Sample(sampler_Crest_Texture, input.uv).r;
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#else
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float scale = _Crest_Scale;
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#endif
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#if d_Invert
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scale = 1.0 - scale;
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#endif
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#if d_Feather
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scale = lerp(1.0, scale, WaveHarmonic::Crest::FeatherWeightFromUV(input.uv, _Crest_FeatherWidth));
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#endif
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return scale * _Crest_Weight;
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}
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ENDCG
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}
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}
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CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
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}
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