34 lines
661 B
Plaintext
34 lines
661 B
Plaintext
Shader "Hidden/HeightMapTextureBlend"
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{
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Properties
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{
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_A ("_A", 2D) = "white" {}
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_B ("_B", 2D) = "white" {}
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_C ("_C", 2D) = "white" {}
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert_img
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#pragma fragment frag
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sampler2D _A;
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sampler2D _B;
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sampler2D _C;
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float4 frag( v2f_img i ) : SV_Target
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{
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float heightmap = tex2D( _A, i.uv ).x;
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float splatMask = tex2D( _B, i.uv ).x;
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float blendStrength = tex2D( _C, i.uv ).x;
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float result = saturate( pow((( heightmap*splatMask ) * 4 ) + ( splatMask * 2 ), blendStrength ));
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return float4( result.x , 0, 0, 1 );
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}
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ENDCG
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}
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}
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}
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