ToriaAssets/Sources/Shaders/SnowedSpeedTree.cginc

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2026-05-19 12:20:15 +02:00
uniform float4 _GS_SnowData1; // x = relief, y = occlusion, z = glitter, w = brightness
uniform float4 _GS_SnowData2; // x = minimum altitude, y = altitude scattering, z = coverage extension
uniform float4 _GS_SnowCamPos;
uniform half4 _GS_SnowTint;
uniform sampler2D_float _GS_DepthTexture;
// get snow coverage on trees
void SetTreeCoverage(Input IN, inout SurfaceOutput o) {
// prevent snow on sides and below minimum altitude
float3 wsNormal = IN.worldNormal;
float ny = wsNormal.y - 0.2;
float flatSurface = saturate(ny * 10.0);
float minAltitude = saturate( IN.worldPos.y - _GS_SnowData2.x);
// mask support
#if defined(GLOBALSNOW_MASK)
float4 st = float4(IN.worldPos.xz - _GS_SnowCamPos.xz, 0, 0);
st *= _GS_SnowData2.z;
st += 0.5;
float zmask = tex2Dlod(_GS_DepthTexture, st).g;
float snowCover = max(minAltitude * flatSurface - zmask, 0);
#else
float snowCover = minAltitude * flatSurface;
#endif
// pass color data to output shader
o.Albedo = _GS_SnowData1.www;
o.Albedo.rgb *= _GS_SnowTint.rgb;
o.Alpha *= snowCover;
}