- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次 - 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域) - 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层 - 山地/海岛/沙漠: 地形材质参数调整
106 lines
2.3 KiB
Plaintext
106 lines
2.3 KiB
Plaintext
Shader "Hidden/PostProcessing/CopyStdFromTexArray"
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{
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//Blit from texture array slice. Similar to CopyStd but with texture array as source
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//and sampling from texture array. Having separate shader is cleaner than multiple #if in the code.
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Properties
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{
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_MainTex ("", 2DArray) = "white" {}
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}
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CGINCLUDE
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#pragma target 3.5
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struct Attributes
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{
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float3 vertex : POSITION;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float3 texcoord : TEXCOORD0;
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};
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Texture2DArray _MainTex;
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SamplerState sampler_MainTex;
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float _DepthSlice;
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float2 TransformTriangleVertexToUV(float2 vertex)
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{
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float2 uv = (vertex + 1.0) * 0.5;
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return uv;
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}
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Varyings Vert(Attributes v)
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{
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Varyings o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord.xy = TransformTriangleVertexToUV(v.vertex.xy);
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord.xy = o.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.texcoord.z = _DepthSlice;
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return o;
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}
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float4 Frag(Varyings i) : SV_Target
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{
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float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord);
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return color;
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}
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bool IsNan(float x)
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{
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return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
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}
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bool AnyIsNan(float4 x)
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{
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return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
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}
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float4 FragKillNaN(Varyings i) : SV_Target
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{
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float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord);
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if (AnyIsNan(color))
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{
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color = (0.0).xxxx;
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}
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return color;
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}
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Copy
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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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ENDCG
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}
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// 0 - Copy + NaN killer
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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 FragKillNaN
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ENDCG
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}
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}
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}
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