2025-04-25 21:14:54 +09:00

211 lines
8.4 KiB
Plaintext

// Made with Amplify Shader Editor v1.9.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Combin Texture"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_AlphaTex("AlphaTex", 2D) = "white" {}
}
SubShader
{
LOD 0
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Custom RT Update"
CGPROGRAM
#define ASE_VERSION 19800
#include "UnityCustomRenderTexture.cginc"
#pragma vertex ASECustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.5
struct ase_appdata_customrendertexture
{
uint vertexID : SV_VertexID;
};
struct ase_v2f_customrendertexture
{
float4 vertex : SV_POSITION;
float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified)
float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture
uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture)
float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap
};
uniform sampler2D _MainTex;
uniform sampler2D _AlphaTex;
ase_v2f_customrendertexture ASECustomRenderTextureVertexShader(ase_appdata_customrendertexture IN )
{
ase_v2f_customrendertexture OUT;
#if UNITY_UV_STARTS_AT_TOP
const float2 vertexPositions[6] =
{
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, -1.0f },
{ 1.0f, 1.0f },
{ -1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f }
};
#else
const float2 vertexPositions[6] =
{
{ 1.0f, 1.0f },
{ -1.0f, -1.0f },
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 1.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f }
};
#endif
uint primitiveID = IN.vertexID / 6;
uint vertexID = IN.vertexID % 6;
float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz;
float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz;
float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * UNITY_PI / 180.0f;
#if !UNITY_UV_STARTS_AT_TOP
rotation = -rotation;
#endif
// Normalize rect if needed
if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space
{
// Normalize xy because we need it in clip space.
updateZoneCenter.xy /= _CustomRenderTextureInfo.xy;
updateZoneSize.xy /= _CustomRenderTextureInfo.xy;
}
else // normalized space
{
// Un-normalize depth because we need actual slice index for culling
updateZoneCenter.z *= _CustomRenderTextureInfo.z;
updateZoneSize.z *= _CustomRenderTextureInfo.z;
}
// Compute rotation
// Compute quad vertex position
float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0;
float2 pos = vertexPositions[vertexID] * updateZoneSize.xy;
pos = CustomRenderTextureRotate2D(pos, rotation);
pos.x += clipSpaceCenter.x;
#if UNITY_UV_STARTS_AT_TOP
pos.y += clipSpaceCenter.y;
#else
pos.y -= clipSpaceCenter.y;
#endif
// For 3D texture, cull quads outside of the update zone
// This is neeeded in additional to the preliminary minSlice/maxSlice done on the CPU because update zones can be disjointed.
// ie: slices [1..5] and [10..15] for two differents zones so we need to cull out slices 0 and [6..9]
if (CustomRenderTextureIs3D > 0.0)
{
int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5);
int maxSlice = minSlice + (int)updateZoneSize.z;
if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice)
{
pos.xy = float2(1000.0, 1000.0); // Vertex outside of ncs
}
}
OUT.vertex = float4(pos, 0.0, 1.0);
OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]);
OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW);
OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW);
#if UNITY_UV_STARTS_AT_TOP
OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y;
#endif
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
return OUT;
}
float4 frag(ase_v2f_customrendertexture IN ) : COLOR
{
float4 finalColor;
float2 texCoord3 = IN.localTexcoord.xy * float2( 2,1 ) + float2( 0,0 );
float temp_output_7_0 = step( 0.5 , IN.localTexcoord.xy.x );
float2 texCoord4 = IN.localTexcoord.xy * float2( 2,1 ) + float2( -1,0 );
finalColor = ( ( tex2D( _MainTex, texCoord3 ) * ( 1.0 - temp_output_7_0 ) ) + ( temp_output_7_0 * tex2D( _AlphaTex, texCoord4 ) ) );
return finalColor;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
Fallback Off
}
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//CHKSM=C2B2551DCE96F7B10FF26624253BDB94E857B25F