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Shader "Hidden/Gaia/CombineCollisionMasks" {
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Properties{
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//The input texture
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_InputTex("Input Texture", any) = "" {}
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//The image mask texture
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_ImageMaskTex("Image Mask Texture", any) = "" {}
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//V4 to store width & height dimensions of textures: x,y=_InputTex z,w=_ImageMaskText
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_Dimensions("Texture Dimensions", Vector) = (1,1,1,1)
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//Flag to determine whether the Mask is inverted or not
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_Invert("Invert Distance Mask", Int) = 0
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//Strength from 0 to 1 to determine how "strong" the image mask effect is applied
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_Strength("Strength", Float) = 0
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}
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SubShader{
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "TerrainTool.cginc"
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sampler2D _InputTex;
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sampler2D _ImageMaskTex;
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int _Invert;
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float _Strength;
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float4 _Dimensions;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass // 1 Filter Image Greater Than
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{
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Name "Filter Image Greater Than"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment FilterImageGreaterThan
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float4 FilterImageGreaterThan(v2f i) : SV_Target
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{
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float col = UnpackHeightmap(tex2D(_InputTex, i.pcUV));
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//scale the UV input according to the size difference so that the image mask tex
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float2 relativeUV = i.pcUV;
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relativeUV.x = i.pcUV.x * 1.0f;// (_Dimensions.z / _Dimensions.x);
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relativeUV.y = i.pcUV.y * 1.0f; // (_Dimensions.w / _Dimensions.y);
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float col2 = UnpackHeightmap(tex2D(_ImageMaskTex, relativeUV));
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if (_Invert > 0)
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{
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col2 = (1.0f - col2);
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}
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float result = col;
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if (col2 < col)
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{
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result = col2;
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}
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return PackHeightmap(result);
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//return PackHeightmap(lerp(col,result,_Strength));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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