98 lines
3.0 KiB
Plaintext
98 lines
3.0 KiB
Plaintext
Shader "Hidden/StylizedWater3/TerrainHeight"
|
|
{
|
|
Properties
|
|
{
|
|
[MainTexture] _BaseMap("Texture", 2D) = "black" {}
|
|
[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"RenderType" = "Opaque"
|
|
"IgnoreProjector" = "True"
|
|
"UniversalMaterialType" = "Unlit"
|
|
"RenderPipeline" = "UniversalPipeline"
|
|
}
|
|
LOD 100
|
|
|
|
ZWrite Off
|
|
Cull Off
|
|
|
|
Pass
|
|
{
|
|
Name "Output terrain height"
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 2.0
|
|
|
|
#pragma vertex UnlitPassVertex
|
|
#pragma fragment UnlitPassFragment
|
|
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" //UnpackHeightmap
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" //UnpackHeightmap
|
|
|
|
struct Attributes
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float4 positionCS : SV_POSITION;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
Varyings UnlitPassVertex(Attributes input)
|
|
{
|
|
Varyings output = (Varyings)0;
|
|
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
|
|
output.uv = input.uv;
|
|
|
|
return output;
|
|
}
|
|
|
|
TEXTURE2D_FLOAT(_TerrainHeightmap);
|
|
float4 _TerrainHeightRange;
|
|
//X: Bottom y-position
|
|
//Y: Max height (heightmap scale)
|
|
|
|
void UnlitPassFragment(Varyings input, out half4 outColor : SV_Target0)
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
half2 uv = input.uv;
|
|
|
|
float scale = (_TerrainHeightRange.y);
|
|
float heightMap = UnpackHeightmap(SAMPLE_TEXTURE2D(_TerrainHeightmap, sampler_LinearRepeat, uv).r);
|
|
heightMap *= scale * 1;
|
|
|
|
float worldHeight = (_TerrainHeightRange.x + heightMap);
|
|
|
|
//worldHeight = PackHeightmap(worldHeight);
|
|
|
|
outColor = float4(worldHeight.xxx, 1.0);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
|
}
|