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

107 lines
3.5 KiB
GLSL

Shader "Hidden/MicroVerse/HoleStamp"
{
Properties
{
[HideInInspector]_MainTex("MainTex", 2D) = "black" {}
[HideInInspector]_PasteTex("PasteTex", 2D) = "black" {}
[HideInInspector]_IndexMap ("Texture", 2D) = "black" {}
[HideInInspector]_WeightMap ("Texture", 2D) = "red" {}
[HideInInspector]_Heightmap ("Heightmap", 2D) = "black" {}
[HideInInspector]_Normalmap ("Normalmap", 2D) = "black" {}
[HideInInspector]_Curvemap ("Curvemap", 2D) = "black" {}
[HideInInspector]_FalloffTexture("Falloff", 2D) = "white" {}
[HideInInspector]_WeightNoiseTexture("Noise", 2D) = "grey" {}
[HideInInspector]_SlopeNoiseTexture("Noise", 2D) = "grey" {}
[HideInInspector]_AngleNoiseTexture("Noise", 2D) = "grey" {}
[HideInInspector]_CurvatureNoiseTexture("Noise", 2D) = "grey" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ _TEXTUREFILTER
#pragma shader_feature_local_fragment _ _COPYPASTE
#include_with_pragmas "UnityCG.cginc"
#include_with_pragmas "/../Noise.cginc"
#include_with_pragmas "/../Filtering.cginc"
float _Channel;
sampler2D _WeightMap;
sampler2D _IndexMap;
Texture2D _MainTex;
Texture2D _PasteTex;
SamplerState my_linear_clamp_sampler;
float3 _TextureLayerWeights[32];
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 uv = i.uv;
float2 noiseUV = (i.uv * _NoiseUV.z) + _NoiseUV.xy;
float result = (DoFilters(uv, i.stampUV, noiseUV));
float texMask = 1;
#if _TEXTUREFILTER
half4 indexes = tex2D(_IndexMap, uv) * 32;
half4 weights = tex2D(_WeightMap, uv);
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);
#endif
result *= texMask;
#if _COPYPASTE
float4 existing = _MainTex.Sample(my_linear_clamp_sampler, i.uv);
float4 stamp = _PasteTex.Sample(my_linear_clamp_sampler, i.stampUV);
return min(existing, stamp * (1-result));
#else
float4 existing = _MainTex.Sample(my_linear_clamp_sampler, uv);
#endif
return lerp(existing, 0, result);
}
ENDCG
}
}
}