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