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

77 lines
1.9 KiB
GLSL

Shader "Hidden/MicroVerse/RasterToTerrain"
{
Properties
{
[HideInInspector]
_Weights ("Weights", 2D) = "black" {}
_Indexes ("indexes", 2D) = "black" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include_with_pragmas "UnityCG.cginc"
struct vertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _Weights;
sampler2D _Indexes;
float _Target;
v2f vert(vertexInput v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
half4 frag(v2f i) : SV_Target
{
int4 indexes = round(tex2D(_Indexes, i.uv) * 32);
half4 weights = tex2D(_Weights, i.uv);
float total = weights.x + weights.y + weights.z + weights.w;
if (total <= 0)
{
if (_Target == 0)
weights = float4(0.25,0,0,0);
}
else
{
weights /= total;
}
half o[4];
o[0] = 0; o[1] = 0; o[2] = 0; o[3] = 0;
indexes -= _Target * 4;
UNITY_UNROLL
for (int i = 3; i >= 0; --i)
{
if (weights[i] > 0 && indexes[i] >= 0 && indexes[i] <= 4)
o[indexes[i]] += weights[i];
}
return float4(o[0], o[1], o[2], o[3]);
}
ENDCG
}
}
}