Rasagar/Library/PackageCache/com.unity.terrain-tools/Shaders/PaintTexture.shader

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2024-08-26 13:07:20 -07:00
 Shader "PaintTextureAdvance"{
Properties{ _MainTex("Texture", any) = "" {} }
SubShader{
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
sampler2D _BrushTex;
sampler2D _FilterTex;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
struct appdata_t {
float4 vertex : POSITION;
float2 pcUV : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 pcUV : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pcUV = v.pcUV;
return o;
}
ENDCG
Pass // 0 paint splat alphamap
{
Name "Paint splat texture"
CGPROGRAM
#pragma vertex vert
#pragma fragment PaintSplatAlphamap
float ApplyBrush(float height, float brushStrength)
{
float targetHeight = 1.0f;
if (targetHeight > height)
{
height += brushStrength;
height = height < targetHeight ? height : targetHeight;
}
else
{
height -= brushStrength;
height = height > targetHeight ? height : targetHeight;
}
return height;
}
float4 PaintSplatAlphamap(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
float2 normalUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)) * UnpackHeightmap(tex2D(_BrushTex, brushUV.xy));
float splatMap = tex2D(_MainTex, i.pcUV).r;
float targetAlpha = BRUSH_TARGETHEIGHT;
return lerp(splatMap, targetAlpha, brushStrength);
}
ENDCG
}
}
Fallback Off
}