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I have a custom shader that will change vertex heights based on texture color. My big issue is that some areas of the mesh texture peek through when they should be hidden. What’s going on here?
plane with texture
textured plan with shader
improper texture clipping
shader code
Shader "Custom/RadarTile"
{
Properties {
_MainTex("Base (RGB) Trans (A)", 2D) = "black" {}
_PinkFix("Pink Fix", float) = 0
_ReflectivityHeightMultiplier("Height", float) = 0
}
SubShader {
// Cull off // todo: disable for production @jkr
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
//LOD 100 // todo: may need to go up after bump map added @jkr
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
// Blend One SrcAlpha
Pass { // this pass is to cast cloud shadows @jacksonkr
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #pragma multi_compile_fog
#include "UnityCG.cginc"
#include "TileBender.cginc"
sampler2D _MainTex;
sampler2D _RadarFrame2;
sampler2D _ReflectivityLUT;
sampler2D _ReflectivityLUTPinkFix;
float _FrameInterpolationAmount;
float4 _ShadowColor;
float4 _MainTex_ST;
sampler2D _NextTex;
float _PinkFix;
float _PlaybackTime;
float _PlaybackPosition;
int _TotalFrames;
int _FirstFrameIndex;
int _LastFrameIndex;
v2f vert(appdata v)
{
v2f output = vertBender(v, _EdgeUVEpsilon);
//return output;
v.uv = TRANSFORM_TEX(v.uv, _MainTex);
return vertBender(v, _EdgeUVEpsilon);
}
float4 frag (v2f i) : SV_Target
{
return 0;
fixed4 col = lerp(tex2D(_MainTex, i.uv), tex2D(_RadarFrame2, i.uv), _FrameInterpolationAmount);
col = saturate(pow(col, 1.0/2.2));
if(_PinkFix == 0) {
col = tex2D(_ReflectivityLUT, float2(col.r, 0));
} else {
col = tex2D(_ReflectivityLUTPinkFix, float2(col.r, 0));
}
if (col.a > 0) return _ShadowColor; // comment out to disable shadows @jacksonkr_
return 0;
// return col.a > 0 ? _ShadowColor : 0;
}
ENDCG
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma glsl
// #pragma multi_compile_fog
#include "UnityCG.cginc"
#include "TileBender.cginc"
float _ReflectivityHeightMultiplier;
sampler2D _MainTex;
sampler2D _RadarFrame2;
sampler2D _ReflectivityLUT;
sampler2D _ReflectivityLUTPinkFix;
float _FrameInterpolationAmount;
float4 _MainTex_ST;
float _PinkFix;
float3 _LightDirection;
float3 _LightColor;
float _RadarNdotLEffect;
float _RadarLightAttenuation;
float _Roughness;
float _Vibrance;
v2f vert(appdata v)//appdata_tan_ v)
{
v2f output = vertBender(v, _EdgeUVEpsilon);
// this is a bit of a roundabout way to get here, but I have to work around the tile bending code so we're going with it -BH
float4 col = tex2Dlod(_MainTex, float4(output.uv, 0, 0));
float4 offsetWorldPosition = float4(output.worldPos + output.norm * col.r * _ReflectivityHeightMultiplier, 1);
output.pos = UnityObjectToClipPos(mul(unity_WorldToObject, offsetWorldPosition));
output.uv = TRANSFORM_TEX(v.uv, _MainTex);
//normal calculation
const float e = 1.0 / 129.0;
if(output.uv.x <= _EdgeUVEpsilon + e || output.uv.x >= 1 - _EdgeUVEpsilon - e || output.uv.y <= _EdgeUVEpsilon + e || output.uv.y >= 1 - _EdgeUVEpsilon - e)
{
return output;
}
//tangent
// float2 tangentUV = v.uv + float2(e,0);
// float3 tangentSamplePoint = v.position + v.tangent * e;
// float3 tangentWorldPosition = mul(unity_ObjectToWorld, tangentUV);
// float3 tangentNormal = normalize(tangentWorldPosition);
// reflectivity = tex2Dlod(_MainTex, float4(tangentUV, 0, 0)).r;
// tangentWorldPosition = tangentWorldPosition + tangentNormal * reflectivity * _ReflectivityHeightMultiplier;
// float3 tangent = normalize(tangentWorldPosition - offsetWorldPosition);
// //binormal
// tangentUV = v.uv + float2(0, e);
// tangentSamplePoint = v.position + cross(v.normal, tangent) * e;
// tangentWorldPosition = mul(unity_ObjectToWorld, tangentUV);
// reflectivity = tex2Dlod(_MainTex, float4(tangentUV, 0, 0)).r;
// tangentWorldPosition = tangentWorldPosition + tangentNormal * reflectivity * _ReflectivityHeightMultiplier;
// float3 binormal = normalize(tangentWorldPosition - offsetWorldPosition);
// //final calc
// output.norm = -cross(tangent, binormal);
return output;
}
float4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
//fixed4 col = lerp(tex2D(_MainTex, i.uv), tex2D(_RadarFrame2, i.uv), _FrameInterpolationAmount);
col = saturate(pow(col, 1.0/2.2));
const float3 precipitationTypeThresholds = saturate(pow((float3(255, 200, 150) - 0.5)/ 255.0, 1.0/2.2));
float v = 0;
if( col.a > precipitationTypeThresholds.x)
{
v = .67;
}
else if(col.a > precipitationTypeThresholds.y)
{
v = .34;
}
else if(col.a > precipitationTypeThresholds.z)
{
v = 0;
}
if(_PinkFix == 0) {
col = tex2D(_ReflectivityLUT, float2(col.r, v));
} else {
col = tex2D(_ReflectivityLUTPinkFix, float2(col.r, v));
}
//minnaert shading implementation
float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.norm * _EarthRadius);
float3 cameraSpaceLightDirection = mul(unity_CameraToWorld, normalize(_LightDirection));
float NdotL = max((1 - _RadarNdotLEffect), dot( i.norm, cameraSpaceLightDirection));
float NdotV = max(0, dot( i.norm, viewDirection ));
float3 minnaert = saturate(NdotL * pow(NdotL * NdotV, _Roughness));
float3 lightingModel = minnaert * col.xyz;
float3 attenColor = _RadarLightAttenuation;
col = float4(lightingModel * attenColor, col.a);
//vibrance
half average = (col.r + col.g + col.b) / 3.0;
half maximum = max(col.r, max(col.g, col.b));
half vibrance = (maximum - average) * (-_Vibrance * 3.0);
col.rgb = lerp(col.rgb, half3(maximum, maximum, maximum), vibrance);
// float4 blend = tileblend(i, col);
// return blend;
return col;
}
ENDCG
}
}
}
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