211 lines
8.4 KiB
Plaintext
211 lines
8.4 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.8
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Combin Texture"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_AlphaTex("AlphaTex", 2D) = "white" {}
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}
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SubShader
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{
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LOD 0
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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Blend Off
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AlphaToMask Off
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Cull Back
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ColorMask RGBA
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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Pass
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{
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Name "Custom RT Update"
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CGPROGRAM
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#define ASE_VERSION 19800
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#include "UnityCustomRenderTexture.cginc"
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#pragma vertex ASECustomRenderTextureVertexShader
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#pragma fragment frag
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#pragma target 3.5
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struct ase_appdata_customrendertexture
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{
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uint vertexID : SV_VertexID;
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};
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struct ase_v2f_customrendertexture
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{
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float4 vertex : SV_POSITION;
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float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified)
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float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture
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uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture)
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float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap
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};
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uniform sampler2D _MainTex;
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uniform sampler2D _AlphaTex;
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ase_v2f_customrendertexture ASECustomRenderTextureVertexShader(ase_appdata_customrendertexture IN )
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{
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ase_v2f_customrendertexture OUT;
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#if UNITY_UV_STARTS_AT_TOP
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const float2 vertexPositions[6] =
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{
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{ -1.0f, 1.0f },
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{ -1.0f, -1.0f },
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{ 1.0f, -1.0f },
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{ 1.0f, 1.0f },
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{ -1.0f, 1.0f },
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{ 1.0f, -1.0f }
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};
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const float2 texCoords[6] =
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{
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{ 0.0f, 0.0f },
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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{ 1.0f, 1.0f }
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};
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#else
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const float2 vertexPositions[6] =
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{
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{ 1.0f, 1.0f },
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{ -1.0f, -1.0f },
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{ -1.0f, 1.0f },
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{ -1.0f, -1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, -1.0f }
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};
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const float2 texCoords[6] =
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{
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{ 1.0f, 1.0f },
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{ 0.0f, 0.0f },
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{ 0.0f, 1.0f },
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{ 0.0f, 0.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f }
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};
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#endif
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uint primitiveID = IN.vertexID / 6;
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uint vertexID = IN.vertexID % 6;
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float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz;
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float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz;
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float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * UNITY_PI / 180.0f;
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#if !UNITY_UV_STARTS_AT_TOP
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rotation = -rotation;
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#endif
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// Normalize rect if needed
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if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space
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{
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// Normalize xy because we need it in clip space.
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updateZoneCenter.xy /= _CustomRenderTextureInfo.xy;
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updateZoneSize.xy /= _CustomRenderTextureInfo.xy;
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}
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else // normalized space
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{
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// Un-normalize depth because we need actual slice index for culling
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updateZoneCenter.z *= _CustomRenderTextureInfo.z;
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updateZoneSize.z *= _CustomRenderTextureInfo.z;
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}
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// Compute rotation
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// Compute quad vertex position
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float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0;
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float2 pos = vertexPositions[vertexID] * updateZoneSize.xy;
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pos = CustomRenderTextureRotate2D(pos, rotation);
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pos.x += clipSpaceCenter.x;
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#if UNITY_UV_STARTS_AT_TOP
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pos.y += clipSpaceCenter.y;
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#else
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pos.y -= clipSpaceCenter.y;
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#endif
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// For 3D texture, cull quads outside of the update zone
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// This is neeeded in additional to the preliminary minSlice/maxSlice done on the CPU because update zones can be disjointed.
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// ie: slices [1..5] and [10..15] for two differents zones so we need to cull out slices 0 and [6..9]
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if (CustomRenderTextureIs3D > 0.0)
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{
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int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5);
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int maxSlice = minSlice + (int)updateZoneSize.z;
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if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice)
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{
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pos.xy = float2(1000.0, 1000.0); // Vertex outside of ncs
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}
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}
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OUT.vertex = float4(pos, 0.0, 1.0);
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OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]);
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OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW);
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OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW);
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#if UNITY_UV_STARTS_AT_TOP
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OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y;
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#endif
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OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
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return OUT;
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}
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float4 frag(ase_v2f_customrendertexture IN ) : COLOR
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{
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float4 finalColor;
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float2 texCoord3 = IN.localTexcoord.xy * float2( 2,1 ) + float2( 0,0 );
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float temp_output_7_0 = step( 0.5 , IN.localTexcoord.xy.x );
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float2 texCoord4 = IN.localTexcoord.xy * float2( 2,1 ) + float2( -1,0 );
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finalColor = ( ( tex2D( _MainTex, texCoord3 ) * ( 1.0 - temp_output_7_0 ) ) + ( temp_output_7_0 * tex2D( _AlphaTex, texCoord4 ) ) );
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return finalColor;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19800
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Node;AmplifyShaderEditor.TexCoordVertexDataNode;8;-1024,-176;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;3;-960,-416;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;2,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.StepOpNode;7;-800,-176;Inherit;True;2;0;FLOAT;0.5;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;4;-960,112;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;2,1;False;1;FLOAT2;-1,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;1;-704,-416;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;-1;c57d05f5262e98a4c9a8a3d68eba069e;c57d05f5262e98a4c9a8a3d68eba069e;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SamplerNode;2;-736,112;Inherit;True;Property;_AlphaTex;AlphaTex;1;0;Create;True;0;0;0;False;0;False;-1;5c3ecef7c8b93dc408f4b3114f6a43ea;5c3ecef7c8b93dc408f4b3114f6a43ea;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.OneMinusNode;10;-560,-144;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;9;-400,48;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;11;-368,-240;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;5;-96,0;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;224,-16;Float;False;True;-1;2;ASEMaterialInspector;0;2;Combin Texture;32120270d1b3a8746af2aca8bc749736;True;Custom RT Update;0;0;Custom RT Update;1;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;True;2;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;7;1;8;1
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WireConnection;1;1;3;0
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WireConnection;2;1;4;0
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WireConnection;10;0;7;0
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WireConnection;9;0;7;0
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WireConnection;9;1;2;0
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WireConnection;11;0;1;0
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WireConnection;11;1;10;0
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WireConnection;5;0;11;0
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WireConnection;5;1;9;0
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WireConnection;0;0;5;0
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ASEEND*/
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//CHKSM=C2B2551DCE96F7B10FF26624253BDB94E857B25F |