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everellia/SheKnowsWhatYouAreToHerGame/Assets/WorldCreatorBridge/Content/Shaders/Standard/Standard-BaseGen.shader

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/TerrainEngine/Splatmap/WCStandard-BaseGen"
{
Properties
{
[HideInInspector] _DstBlend("DstBlend", Float) = 0.0
_ColorMap("ColorMap (RGB)", 2D) = "white"
_OffsetSize("Offset / Size", Vector) = (0,0,0,0)
}
SubShader
{
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _Control;
float4 _Control_ST;
float4 _Control_TexelSize;
float4 _Splat0_ST;
float4 _Splat1_ST;
float4 _Splat2_ST;
float4 _Splat3_ST;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
float2 ComputeControlUV(float2 uv)
{
// adjust splatUVs so the edges of the terrain tile lie on pixel centers
return (uv * (_Control_TexelSize.zw - 1.0f) + 0.5f) * _Control_TexelSize.xy;
}
ENDCG
Pass
{
Tags
{
"Name" = "_MainTex"
"Format" = "RGBA32"
"Size" = "1"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _ColorMap;
sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
float _Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3;
float4 _OffsetSize;
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = TRANSFORM_TEX(v.texcoord, _Control);
o.texcoord0 = ComputeControlUV(uv);
o.texcoord1 = TRANSFORM_TEX(uv, _Splat0);
o.texcoord2 = TRANSFORM_TEX(uv, _Splat1);
o.texcoord3 = TRANSFORM_TEX(uv, _Splat2);
o.texcoord4 = TRANSFORM_TEX(uv, _Splat3);
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 alpha = tex2D(_Control, (i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw);
float4 splat0 = tex2D(_Splat0, i.texcoord1);
float4 splat1 = tex2D(_Splat1, i.texcoord2);
float4 splat2 = tex2D(_Splat2, i.texcoord3);
float4 splat3 = tex2D(_Splat3, i.texcoord4);
splat0.a *= _Smoothness0;
splat1.a *= _Smoothness1;
splat2.a *= _Smoothness2;
splat3.a *= _Smoothness3;
float4 albedoSmoothness = splat0 * alpha.x;
albedoSmoothness += splat1 * alpha.y;
albedoSmoothness += splat2 * alpha.z;
albedoSmoothness += splat3 * alpha.w;
return albedoSmoothness * float4(tex2D(_ColorMap, i.texcoord0.xy).rgb,1);
}
ENDCG
}
Pass
{
// _NormalMap pass will get ignored by terrain basemap generation code. Put here so that the VTC can use it to generate cache for normal maps.
Tags
{
"Name" = "_NormalMap"
"Format" = "A2R10G10B10"
"Size" = "1"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
float _NormalScale0, _NormalScale1, _NormalScale2, _NormalScale3;
float4 _OffsetSize;
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float2 texcoord3 : TEXCOORD3;
float2 texcoord4 : TEXCOORD4;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
float2 uv = TRANSFORM_TEX(v.texcoord, _Control);
o.texcoord0 = ComputeControlUV(uv);
o.texcoord1 = TRANSFORM_TEX(uv, _Splat0);
o.texcoord2 = TRANSFORM_TEX(uv, _Splat1);
o.texcoord3 = TRANSFORM_TEX(uv, _Splat2);
o.texcoord4 = TRANSFORM_TEX(uv, _Splat3);
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 alpha = tex2D(_Control, (i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw);(i.texcoord0 - _OffsetSize.xy) / _OffsetSize.zw;
float3 normal = UnpackNormalWithScale(tex2D(_Normal0, i.texcoord1), _NormalScale0) * alpha.x;
normal += UnpackNormalWithScale(tex2D(_Normal1, i.texcoord2), _NormalScale1) * alpha.y;
normal += UnpackNormalWithScale(tex2D(_Normal2, i.texcoord3), _NormalScale2) * alpha.z;
normal += UnpackNormalWithScale(tex2D(_Normal3, i.texcoord4), _NormalScale3) * alpha.w;
return float4(normal.xyz * 0.5f + 0.5f, 1.0f);
}
ENDCG
}
Pass
{
Tags
{
"Name" = "_MetallicTex"
"Format" = "R8"
"Size" = "1/4"
}
ZTest Always Cull Off ZWrite Off
Blend One [_DstBlend]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float _Metallic0, _Metallic1, _Metallic2, _Metallic3;
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord0 : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord0 = ComputeControlUV(TRANSFORM_TEX(v.texcoord, _Control));
return o;
}
float4 frag(v2f i) : SV_Target
{
float4 alpha = tex2D(_Control, i.texcoord0);
float4 metallic = { _Metallic0 * alpha.x, 0, 0, 0 };
metallic.r += _Metallic1 * alpha.y;
metallic.r += _Metallic2 * alpha.z;
metallic.r += _Metallic3 * alpha.w;
return metallic;
}
ENDCG
}
}
Fallback Off
}