2025-10-21 14:18:31 +09:00

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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
#pragma kernel CSMain
Texture2D<float4> _InputTexture;
RWTexture2D<float> _OutputTexture;
float _MaxDistance;
uint2 _TextureSize;
[numthreads(8, 8, 1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
if (id.x >= _TextureSize.x || id.y >= _TextureSize.y) return;
float pixel = _InputTexture[id.xy].r;
bool isBackground = pixel.r > 0.5; //Assume white is the background
float minDistance = _MaxDistance;
//Reduced search window based on _MaxDistance
int searchRadius = int(_MaxDistance);
int2 start = max(int2(0, 0), int2(id.xy) - searchRadius);
int2 end = min(_TextureSize, int2(id.xy) + searchRadius + 1);
for (int y = start.y; y < end.y; y++)
{
for (int x = start.x; x < end.x; x++)
{
float sample = _InputTexture[int2(x, y)].r;
bool sampleIsBackground = sample.r > 0.5;
if(sampleIsBackground == isBackground || sample < pixel) continue;
//if (sampleIsBackground != isBackground && sample > pixel)
{
float2 diff = float2(x, y) - id.xy;
float distance = length(diff);
if (distance < minDistance)
{
minDistance = distance;
}
}
}
}
_OutputTexture[id.xy] = 1-(minDistance / _MaxDistance); // Normalize
}