179 lines
6.6 KiB
Plaintext
179 lines
6.6 KiB
Plaintext
Shader "Hidden/MicroVerse/HeightAreaEffectStamp"
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{
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Properties
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{
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[HideInInspector] _MainTex ("Heightmap Texture", 2D) = "white" {}
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[HideInInspector] _FalloffTexture("Falloff", 2D) = "white" {}
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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 _ _USEFALLOFF _USEFALLOFFRANGE _USEFALLOFFTEXTURE _USEFALLOFFSPLINEAREA
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#pragma shader_feature_local_fragment _ _USEFALLOFFPAINTAREA
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#pragma shader_feature_local_fragment _ _FALLOFFSMOOTHSTEP _FALLOFFEASEIN _FALLOFFEASEOUT _FALLOFFEASEINOUT
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#pragma shader_feature_local_fragment _ _FALLOFFNOISE _FALLOFFFBM _FALLOFFWORLEY _FALLOFFWORM _FALLOFFWORMFBM _FALLOFFNOISETEXTURE
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#pragma shader_feature_local_fragment _ _TERRACE _REMAP _BEACH
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#pragma shader_feature_local_fragment _ _NOISENOISE _NOISEFBM _NOISEWORLEY _NOISENOISETEXTURE _NOISEWORM _NOISEWORMFBM
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// because unity's height format is stupid and only uses half the possible
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// precision.
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#define kMaxHeight (32766.0f/65535.0f)
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#include_with_pragmas "UnityCG.cginc"
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#include_with_pragmas "Packages/com.jbooth.microverse/Scripts/Shaders/Noise.cginc"
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#include_with_pragmas "/../HeightStampFiltering.cginc"
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struct vertexInput
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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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sampler2D _MainTex;
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float4 _MainTex_TexelSize;
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sampler2D _RemapCurve;
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sampler2D _NoiseNoiseTexture;
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float4 _NoiseNoiseTexture_ST;
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float4 _NoiseNoise;
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float4 _NoiseNoise2;
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int _NoiseNoiseChannel;
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float3 _NoiseUV;
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float _TerraceSize;
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float _TerraceStrength;
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float _SmoothSize;
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float _BeachDistance;
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float _BeachPower;
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float _WorldPosY;
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float4x4 _Transform;
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float3 _RealSize;
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float GetNoise(float2 noiseUV, float2 stampUV)
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{
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float2 uv0 = noiseUV;
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if (_NoiseNoise2.x > 0)
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uv0 = stampUV;
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float result = 0;
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#if _NOISENOISE
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result = Noise(uv0, _NoiseNoise);
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#elif _NOISEFBM
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result = NoiseFBM(uv0, _NoiseNoise);
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#elif _NOISEWORLEY
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result = NoiseWorley(uv0, _NoiseNoise);
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#elif _NOISEWORM
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result = NoiseWorm(uv0, _NoiseNoise);
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#elif _NOISEWORMFBM
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result = NoiseWormFBM(uv0, _NoiseNoise);
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#elif _NOISENOISETEXTURE
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result = ((tex2D(_NoiseNoiseTexture, uv0 * _NoiseNoiseTexture_ST.xy + _NoiseNoiseTexture_ST.zw)[_NoiseNoiseChannel]) * _NoiseNoise.y + _NoiseNoise.w);
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#endif
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return result;
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}
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v2f vert(vertexInput 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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float4 heightSample = tex2D(_MainTex, i.uv);
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bool cp = (i.stampUV.x < 0 || i.stampUV.x > 1 || i.stampUV.y < 0|| i.stampUV.y > 1);
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if (cp)
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return heightSample;
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float height = UnpackHeightmap(heightSample);
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float2 noiseUV = (i.uv * _NoiseUV.z) + _NoiseUV.xy;
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float2 stampUV = i.stampUV;
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float2 falloffuv = noiseUV;
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if (_FalloffNoise2.x > 0)
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falloffuv = stampUV;
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float noise = 0;
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float falloff = ComputeFalloff(i.uv, i.stampUV, noiseUV, 0);
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#if _FALLOFFNOISE
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noise = (Noise(falloffuv, _FalloffNoise)) / _RealSize.y;
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#elif _FALLOFFFBM
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noise = (NoiseFBM(falloffuv, _FalloffNoise)) / _RealSize.y;
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#elif _FALLOFFWORLEY
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noise = (NoiseWorley(falloffuv, _FalloffNoise)) / _RealSize.y;
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#elif _FALLOFFWORM
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noise = (NoiseWorm(falloffuv, _FalloffNoise)) / _RealSize.y;
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#elif _FALLOFFWORMFBM
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noise = (NoiseWormFBM(falloffuv, _FalloffNoise)) / _RealSize.y;
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#elif _FALLOFFNOISETEXTURE
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noise = (tex2D(_FalloffNoiseTexture, falloffuv * _FalloffNoiseTexture_ST.xy + _FalloffNoiseTexture_ST.zw)[_FalloffNoiseChannel] * 2.0 - 1.0) / _RealSize.y * _FalloffNoise.y + _FalloffNoise.w;
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#endif
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#if _FALLOFFNOISE || _FALLOFFFBM || _FALLOFFWORLEY || _FALLOFFWORM || _FALLOFFWORMFBM || _FALLOFFNOISETEXTURE
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noise *= 1-falloff;
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falloff = ComputeFalloff(i.uv, stampUV, noiseUV, noise);
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#endif
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float newHeight = height;
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#if _TERRACE
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float scaledHeight = height * _RealSize.y / _TerraceSize;
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newHeight = round(scaledHeight) * _TerraceSize / _RealSize.y;
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newHeight = lerp(height, newHeight, _TerraceStrength);
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#elif _BEACH
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float scaledHeight = height * _RealSize.y;
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float dist = abs(scaledHeight - _WorldPosY);
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dist /= _BeachDistance;
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dist = saturate(dist);
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dist = pow(dist, _BeachPower);
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newHeight = lerp(_WorldPosY, scaledHeight, dist);
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newHeight /= _RealSize.y;
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#elif _REMAP
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newHeight = tex2D(_RemapCurve, float2(height, 0));
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#endif
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#if _NOISENOISE || _NOISEFBM || _NOISEWORLEY || _NOISENOISETEXTURE || _NOISEWORM || _NOISEWORMFBM
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newHeight = CombineHeight(newHeight, GetNoise(i.uv, stampUV) / _RealSize.y, _CombineMode);
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#endif
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return PackHeightmap(clamp(lerp(height, newHeight, falloff), 0, kMaxHeight));
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}
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ENDCG
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}
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}
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} |