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