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Fishing2/Packages/com.jbooth.microverse/Scripts/Shaders/Stamps/OccludeLayer.shader
2025-06-09 23:23:13 +08:00

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Shader "Hidden/MicroVerse/OccludeLayer"
{
Properties
{
_MainTex ("Previous", 2D) = "black" {}
_Mask("Mask", Vector) = (0,0,0,0)
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ _TEXTUREFILTER
#pragma shader_feature_local_fragment _ _ISSPLAT
#include_with_pragmas "UnityCG.cginc"
#include_with_pragmas "\..\Noise.cginc"
#include_with_pragmas "\..\Filtering.cginc"
sampler2D _MainTex;
sampler2D _WeightMap;
sampler2D _IndexMap;
float3 _TextureLayerWeights[32];
float4 _Mask;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float2 stampUV : TEXCOORD1;
};
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.stampUV = mul(_Transform, float4(v.uv, 0, 1)).xy;
return o;
}
float4 frag(v2f i) : SV_Target
{
float2 noiseUV = (i.uv * _NoiseUV.z) + _NoiseUV.xy;
float result = DoFilters(i.uv, i.stampUV, noiseUV);
float texMask = 1;
#if _TEXTUREFILTER
half4 indexes = tex2D(_IndexMap, i.uv) * 32;
half4 weights = tex2D(_WeightMap, i.uv);
for (int x = 0; x < 4; ++x)
{
int index = round(indexes[x]);
float weight = weights[x];
float3 tlw = _TextureLayerWeights[index];
texMask -= ((tlw.x * weight) + (tlw.z * weight) * tlw.y);
}
texMask = saturate(texMask);
#endif
float4 previous = tex2D(_MainTex, i.uv);
#if _ISSPLAT
return saturate(previous - saturate(saturate(result) * texMask * _Mask.g));
#endif
return saturate(previous + saturate(result) * texMask * _Mask);
}
ENDCG
}
}
}