unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/CopyStdFromTexArray.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 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
2026-07-29 15:50:34 +08:00

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Shader "Hidden/PostProcessing/CopyStdFromTexArray"
{
//Blit from texture array slice. Similar to CopyStd but with texture array as source
//and sampling from texture array. Having separate shader is cleaner than multiple #if in the code.
Properties
{
_MainTex ("", 2DArray) = "white" {}
}
CGINCLUDE
#pragma target 3.5
struct Attributes
{
float3 vertex : POSITION;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
Texture2DArray _MainTex;
SamplerState sampler_MainTex;
float _DepthSlice;
float2 TransformTriangleVertexToUV(float2 vertex)
{
float2 uv = (vertex + 1.0) * 0.5;
return uv;
}
Varyings Vert(Attributes v)
{
Varyings o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord.xy = TransformTriangleVertexToUV(v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord.xy = o.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoord.z = _DepthSlice;
return o;
}
float4 Frag(Varyings i) : SV_Target
{
float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord);
return color;
}
bool IsNan(float x)
{
return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
}
bool AnyIsNan(float4 x)
{
return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
}
float4 FragKillNaN(Varyings i) : SV_Target
{
float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord);
if (AnyIsNan(color))
{
color = (0.0).xxxx;
}
return color;
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Copy
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDCG
}
// 0 - Copy + NaN killer
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment FragKillNaN
ENDCG
}
}
}