KopMap/Assets/Sandbox/Shader/NewUnlitTerrainShader.shader

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2025-04-03 02:30:16 +08:00
Shader "Unlit/NewUnlitTerrainShader"
{
Properties
{
_MainTex ("Texture Array", 2DArray) = "white" {}
_TexNo ("TexNo", 2D) = "white" {}
_MaskNo ("MaskNo", 2D) = "black" {}
_MaskTex ("Mask", 2DArray) = "black" {}
_BorderColor ("BorderColor", Color) = (1,1,1,1)
_BorderWidth ("BorderWidth", Range(0,0.1)) = 0.05
_MapSize ("Map Size", Vector) = (256,256,0,0)
_TileSize ("Tile Size", Vector) = (1,1,0,0)
}
SubShader
{
Tags
{
"RenderType"="Opaque"
}
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
};
struct v2f
{
float2 uv : TEXCOORD0; // 用于采样 _TexNo 与 _MaskNo
float2 uv2 : TEXCOORD1; // 用于采样纹理数组 _MainTex 与 _MaskTex
float4 vertex : SV_POSITION;
};
UNITY_DECLARE_TEX2DARRAY(_MainTex);
sampler2D _TexNo;
sampler2D _MaskNo;
UNITY_DECLARE_TEX2DARRAY(_MaskTex);
float4 _TexNo_TexelSize;
float4 _BorderColor;
float _BorderWidth;
float4 _MapSize; // 整个地图的宽高X: Width, Y: Height
float4 _TileSize; // 每个瓦块的尺寸(默认 1x1
v2f vert(appdata v)
{
v2f o;
float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
// 整体 UV以整个地图为基准归一化
o.uv = worldPos.xz / _MapSize.xy;
// 局部 tile 内 UV取 worldPos.xz 除以瓦块尺寸后的小数部分
o.uv2 = frac(worldPos.xz / _TileSize.xy);
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
// 根据遮罩与纹理编号混合采样
float4 Blend(float4 color, float2 uv, float mask, int layer)
{
float4 col2 = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(uv, layer));
int idx = round(mask * 16);
float4 maskTexCol = UNITY_SAMPLE_TEX2DARRAY(_MaskTex, float3(uv, idx));
return lerp(color, col2, maskTexCol);
}
int GetTexNo(float f)
{
float idx = f * 64;
return round(idx);
}
fixed4 frag(v2f i) : SV_Target
{
// 微调 uv模拟原来的偏移
float2 uv = i.uv + float2(0, _TexNo_TexelSize.y);
float4 texNo = tex2D(_TexNo, uv);
int layer1 = GetTexNo(texNo.r);
int layer2 = GetTexNo(texNo.g);
int layer3 = GetTexNo(texNo.b);
int layer4 = GetTexNo(texNo.a);
float4 maskNo = tex2D(_MaskNo, uv);
float4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(i.uv2, layer1));
// if (layer2 > 0)
// col = Blend(col, i.uv2, maskNo.g, layer2);
// if (layer3 > 0)
// col = Blend(col, i.uv2, maskNo.b, layer3);
// if (layer4 > 0)
// col = Blend(col, i.uv2, maskNo.a, layer4);
// // 显示边框,当局部 UV 靠近边缘时显示边框颜色
// if (i.uv2.x < _BorderWidth || i.uv2.y < _BorderWidth || i.uv2.x > 1 - _BorderWidth || i.uv2.y > 1 -
// _BorderWidth)
// {
// col = _BorderColor;
// }
return col;
}
ENDCG
}
}
}