Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

101 lines
2.6 KiB
HLSL

#include "UnityCG.cginc"
sampler2D _MainTex, _MaskTex, _GrabTexture;
float3 _Color, _Color2;
float _Elevation;
float _Alpha;
float _Noise;
struct appdata {
float4 vertex : POSITION;
half2 texcoord: TEXCOORD0;
float4 normal: NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float2 uv1: TEXCOORD1;
float2 t: TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct v2fMask {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
v.vertex.xyz *= 1.0 + _Elevation;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.t = float2(-_Time.x * 0.3, 0);
o.uv1 = v.texcoord + o.t;
return o;
}
v2fMask vertMask(appdata v) {
v2fMask o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2fMask, o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
return o;
}
float4 fragMask(v2fMask i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// mask fog of war
float mask = tex2D (_MaskTex, i.uv).r;
clip(0.99 - mask);
return float4(1,0,0,1);
}
float4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
// Compute noise operators
float c0 = tex2D (_MainTex, i.uv1).r;
float2 t2 = i.t * 1.1 + c0 * 0.1;
float c1 = tex2D (_MainTex, -i.uv * 2.0 + t2).r;
float c = c0 * (1 - c1) + c1;
c *= c; // increase contrast
float3 rgb = lerp(_Color, _Color2, c) * c; // blend 2 colors
rgb = lerp(_Color, rgb, _Noise);
// mask fog of war
#if defined(WPM_NO_MASK)
float mask = 1;
#else
float mask = tex2D (_MaskTex, i.uv).r;
#endif
// add sneak factor
// float sneak = saturate(0.95 - pow( abs(dot(i.viewDir, i.norm) ) , _Sneak ));
// mask += sneak;
// avoid showing seams on poles
float oy = abs(i.uv.y - 0.5);
float seam = 1.0 - saturate((oy - 0.46) / 0.04);
rgb *= seam;
// final fog color
float4 color = fixed4(rgb, mask * _Alpha);
return color;
}