ToriaAssets/Sources/Shaders/SnowedTreeBillboard.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 for vegetation
uniform float4 _GS_SnowData4; // w = billboard coverage
uniform float4 _GS_SnowCamPos;
unfiorm half4 _GS_SnowTint;
uniform sampler2D_float _GS_DepthTexture;
struct v2f {
float4 pos : SV_POSITION;
float3 worldPos : TEXCOORD0;
float2 uv: TEXCOORD1;
};
// get snow coverage on tree billboards
void SetTreeBillboardCoverage(v2f input, inout fixed4 col) {
float minAltitude = saturate((input.worldPos.y - _GS_SnowData2.x) * 0.1);
float solid = col.g * 2.0 - _GS_SnowData4.w;
float snowCover = minAltitude * saturate(solid) * 0.95;
// mask support
#if defined(GLOBALSNOW_MASK)
float4 st = float4(input.worldPos.xz - _GS_SnowCamPos.xz, 0, 0);
st *= _GS_SnowData2.z;
st += 0.5;
float zmask = tex2Dlod(_GS_DepthTexture, st).g;
snowCover = max(snowCover - zmask, 0);
#endif
// pass color data to output shader
col.rgb = (1.0 + col.g) * (0.25 + _GS_SnowData1.w) * solid;
col.rgb *= _GS_SnowTint.rgb;
col.a = snowCover;
}