38 lines
1.3 KiB
HLSL
38 lines
1.3 KiB
HLSL
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uniform float4 _GS_SnowData1; // x = relief, y = occlusion, z = glitter, w = brightness
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uniform float4 _GS_SnowData2; // x = minimum altitude, y = altitude scattering, z = coverage extension
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uniform float4 _GS_SnowData3; // x = Sun occlusion, y = sun atten, z = ground coverage, w = grass coverage
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uniform float4 _GS_SnowCamPos;
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uniform half4 _GS_SnowTint;
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uniform sampler2D_float _GS_DepthTexture;
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struct Input {
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float2 uv_MainTex;
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fixed4 color : COLOR;
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float3 worldPos;
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};
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// get snow coverage on grass
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void SetGrassCoverage(Input IN, inout SurfaceOutput o) {
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// prevent snow on sides and below minimum altitude
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float minAltitude = saturate( IN.worldPos.y - _GS_SnowData2.x);
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float snowCover = minAltitude * saturate(IN.uv_MainTex.y + _GS_SnowData3.w);
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// mask support
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#if defined(GLOBALSNOW_MASK)
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float4 st = float4(IN.worldPos.xz - _GS_SnowCamPos.xz, 0, 0);
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st *= _GS_SnowData2.z;
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st += 0.5;
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float zmask = tex2Dlod(_GS_DepthTexture, st).g;
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snowCover = max(snowCover - zmask, 0);
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#endif
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// pass color data to output shader
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o.Albedo = _GS_SnowData1.www;
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o.Albedo.rgb *= _GS_SnowTint.rgb;
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o.Alpha = snowCover * 0.96;
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}
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