mirror of
https://github.com/mixandjam/Splatoon-Ink.git
synced 2026-03-27 12:15:18 -05:00
66 lines
1.8 KiB
Plaintext
66 lines
1.8 KiB
Plaintext
Shader "TNTC/TexturePainter"{
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Properties{
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_PainterColor ("Painter Color", Color) = (0, 0, 0, 0)
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}
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SubShader{
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Cull Off ZWrite Off ZTest Off
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Pass{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float3 _PainterPosition;
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float _Radius;
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float _Hardness;
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float _Strength;
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float4 _PainterColor;
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float _PrepareUV;
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struct appdata{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 worldPos : TEXCOORD1;
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};
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float mask(float3 position, float3 center, float radius, float hardness){
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float m = distance(center, position);
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return 1 - smoothstep(radius * hardness, radius, m);
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}
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v2f vert (appdata v){
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v2f o;
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.uv = v.uv;
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float4 uv = float4(0, 0, 0, 1);
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uv.xy = float2(1, _ProjectionParams.x) * (v.uv.xy * float2( 2, 2) - float2(1, 1));
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o.vertex = uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target{
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if(_PrepareUV > 0 ){
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return float4(0, 0, 1, 1);
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}
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float4 col = tex2D(_MainTex, i.uv);
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float f = mask(i.worldPos, _PainterPosition, _Radius, _Hardness);
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float edge = f * _Strength;
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return lerp(col, _PainterColor, edge);
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}
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ENDCG
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}
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}
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} |