Add shaders
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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 for vegetation
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uniform float4 _GS_SnowData4; // w = billboard coverage
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uniform float4 _GS_SnowCamPos;
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unfiorm half4 _GS_SnowTint;
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uniform sampler2D_float _GS_DepthTexture;
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struct v2f {
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float4 pos : SV_POSITION;
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float3 worldPos : TEXCOORD0;
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float2 uv: TEXCOORD1;
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};
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// get snow coverage on tree billboards
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void SetTreeBillboardCoverage(v2f input, inout fixed4 col) {
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float minAltitude = saturate((input.worldPos.y - _GS_SnowData2.x) * 0.1);
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float solid = col.g * 2.0 - _GS_SnowData4.w;
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float snowCover = minAltitude * saturate(solid) * 0.95;
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// mask support
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#if defined(GLOBALSNOW_MASK)
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float4 st = float4(input.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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col.rgb = (1.0 + col.g) * (0.25 + _GS_SnowData1.w) * solid;
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col.rgb *= _GS_SnowTint.rgb;
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col.a = snowCover;
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}
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