Patch Displacement no longer culls layer 9; cloudDensity adds the surface displacement to the patch-only displacement. GravityFieldParityVerify wiring checks the camera. Neither commit has been built when this is written. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
47 lines
1.1 KiB
Text
47 lines
1.1 KiB
Text
// Draws the zone's gravity: depth = -Zone.GetHeight at the world xz of every texel, into whichever gravity camera culls
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// layer 9 (Surface Displacement, Slime Gravity, both Map Gravity). One quad covers the zone; the
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// law lives in Gravity.cginc, which mirrors ServerShared's GravityField.
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Shader "Brushes/Gravity Field" {
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Category {
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend One One
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ColorMask RGB
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Cull Off Lighting Off ZWrite Off
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SubShader {
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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#include "UnityCG.cginc"
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#include "../Gravity.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 world : 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.world = mul(unity_ObjectToWorld, v.vertex).xz;
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return o;
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}
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float4 frag (v2f i) : SV_Target
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{
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return (-gravityHeight(i.world)).xxxx;
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}
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ENDCG
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}
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}
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}
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}
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