88 lines
2.5 KiB
Plaintext
88 lines
2.5 KiB
Plaintext
Shader "Hidden/MicroVerse/OccludeLayer"
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{
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Properties
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{
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_MainTex ("Previous", 2D) = "black" {}
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_Mask("Mask", Vector) = (0,0,0,0)
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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 _ _TEXTUREFILTER
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#pragma shader_feature_local_fragment _ _ISSPLAT
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#include_with_pragmas "UnityCG.cginc"
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#include_with_pragmas "\..\Noise.cginc"
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#include_with_pragmas "\..\Filtering.cginc"
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sampler2D _MainTex;
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sampler2D _WeightMap;
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sampler2D _IndexMap;
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float3 _TextureLayerWeights[32];
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float4 _Mask;
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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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float4 frag(v2f i) : SV_Target
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{
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float2 noiseUV = (i.uv * _NoiseUV.z) + _NoiseUV.xy;
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float result = DoFilters(i.uv, i.stampUV, noiseUV);
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float texMask = 1;
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#if _TEXTUREFILTER
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half4 indexes = tex2D(_IndexMap, i.uv) * 32;
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half4 weights = tex2D(_WeightMap, i.uv);
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for (int x = 0; x < 4; ++x)
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{
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int index = round(indexes[x]);
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float weight = weights[x];
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float3 tlw = _TextureLayerWeights[index];
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texMask -= ((tlw.x * weight) + (tlw.z * weight) * tlw.y);
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}
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texMask = saturate(texMask);
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#endif
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float4 previous = tex2D(_MainTex, i.uv);
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#if _ISSPLAT
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return saturate(previous - saturate(saturate(result) * texMask * _Mask.g));
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#endif
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return saturate(previous + saturate(result) * texMask * _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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