Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Data/Input/FlowAddFromTexture.shader
2026-01-01 22:00:33 +08:00

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3.2 KiB
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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
Shader "Crest/Inputs/Flow/Add From Texture"
{
Properties
{
[MainTexture] _Crest_Texture("Flow Map", 2D) = "white" {}
_Crest_Strength( "Strength", float ) = 1
[Toggle(d_FlipX)]
_Crest_FlipX("Flip X", Float) = 0
[Toggle(d_FlipZ)]
_Crest_FlipZ("Flip Z", Float) = 0
[Toggle(d_NegativeValues)]
_Crest_NegativeValues("Has Negative Values", Float) = 0
[Toggle(d_Feather)]
_Crest_Feather("Feather At UV Extents", Float) = 0
_Crest_FeatherWidth("Feather Width", Range(0.001, 0.5)) = 0.1
[HideInInspector]
_Crest_Version("Version", Integer) = 0
}
SubShader
{
Blend One One
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma shader_feature_local d_FlipX
#pragma shader_feature_local d_FlipZ
#pragma shader_feature_local d_Feather
#pragma shader_feature_local d_NegativeValues
#include "UnityCG.cginc"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Helpers.hlsl"
Texture2D _Crest_Texture;
SamplerState sampler_Crest_Texture;
CBUFFER_START(CrestPerWaterInput)
float4 _Crest_Texture_ST;
float _Crest_Strength;
float _Crest_Weight;
float3 _Crest_DisplacementAtInputPosition;
half _Crest_FeatherWidth;
CBUFFER_END
struct Attributes
{
float3 positionOS : POSITION;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings o;
float3 worldPos = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)).xyz;
// Correct for displacement
worldPos.xz -= _Crest_DisplacementAtInputPosition.xz;
o.positionCS = mul(UNITY_MATRIX_VP, float4(worldPos, 1.0));
o.uv = TRANSFORM_TEX(input.uv, _Crest_Texture);
return o;
}
float4 Frag(Varyings input) : SV_Target
{
float2 flow = _Crest_Texture.Sample(sampler_Crest_Texture, input.uv).xy;
#if !d_NegativeValues
// From 0..1 to -1..1.
flow = flow * 2.0 - 1.0;
#endif
#if d_Feather
flow *= WaveHarmonic::Crest::FeatherWeightFromUV(input.uv, _Crest_FeatherWidth);
#endif
#if d_FlipX
flow.x *= -1.0;
#endif
#if d_FlipZ
flow.y *= -1.0;
#endif
return float4(flow * _Crest_Strength * _Crest_Weight, 0.0, 0.0);
}
ENDCG
}
}
CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
}