83 lines
2.2 KiB
Plaintext
83 lines
2.2 KiB
Plaintext
Shader "Hidden/MicroVerse/DetailPasteStamp"
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{
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Properties
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{
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_MainTex("mt", 2D) = "black" {}
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[HideInInspector] _ClearMask("ClearMask", 2D) = "black" {}
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}
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SubShader
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{
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Pass
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{
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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_fragment _ _RINT
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#include "UnityCG.cginc"
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#include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/Noise.cginc"
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#include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/Filtering.cginc"
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sampler2D _MainTex;
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sampler2D _PlacementMask;
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float4 _MainTex_TexelSize;
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sampler2D _WeightMap;
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sampler2D _IndexMap;
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sampler2D _ClearMask;
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float _ClearLayer;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 stampUV : TEXCOORD1;
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};
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v2f vert(appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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o.stampUV = mul(_Transform, float4(v.uv, 0, 1)).xy;
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return o;
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}
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#if _RINT
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int
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#else
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float
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#endif
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frag(v2f i) : SV_Target
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{
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float stamp = tex2D(_MainTex, i.stampUV).r;
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float2 noiseUV = (i.uv * _NoiseUV.z) + _NoiseUV.xy;
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float maskSample = tex2D(_PlacementMask, i.uv).w;
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float mask = 1.0 - maskSample;
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float result = saturate(DoFilters(i.uv, i.stampUV, noiseUV));
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float2 clearMask = tex2D(_ClearMask, i.uv);
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if (round(clearMask.r * 256) > _ClearLayer)
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result *= 1.0 - clearMask.g;
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return stamp * result * mask;
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}
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ENDCG
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}
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}
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}
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