Shader "Hidden/TerrainTools/SetExactHeight" { 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]) #define BRUSH_PINCHAMOUNT (_BrushParams[2]) #define BRUSH_ROTATION (_BrushParams[3]) 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 { Name "Set Exact Height" CGPROGRAM #pragma vertex vert #pragma fragment SetExactHeight float4 SetExactHeight(v2f i) : SV_Target { float2 brushUV = PaintContextUVToBrushUV(i.pcUV); float2 heightmapUV = i.pcUV; // out of bounds multiplier float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f; float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV)); //float brushStrength = saturate(BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV))); float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); float targetHeight = BRUSH_TARGETHEIGHT; // have to do this check to ensure strength 0 == no change (code below makes a super tiny change even with strength 0) if (brushStrength > 0.0f) { float deltaHeight = height - targetHeight; // see https://www.desmos.com/calculator/880ka3lfkl float p = saturate(brushStrength); float w = (1.0f - p) / (p + 0.000001f); // float w = (1.0f - p*p) / (p + 0.000001f); // alternative TODO test and compare float fx = clamp(w * deltaHeight, -1.0f, 1.0f); float g = fx * (0.5f * fx * sign(fx) - 1.0f); deltaHeight = deltaHeight + g / w; height = targetHeight + deltaHeight; } //return PackHeightmap(saturate(brushStrength) * targetHeight); return PackHeightmap(lerp(height, targetHeight, brushStrength)); } ENDCG } Pass { Name "Fill Height" CGPROGRAM #pragma vertex vert #pragma fragment FillHeight float4 FillHeight( v2f i ) : SV_Target { float oldHeight = UnpackHeightmap(tex2D(_MainTex, i.pcUV)); return PackHeightmap(lerp(oldHeight, BRUSH_TARGETHEIGHT, UnpackHeightmap(tex2D(_FilterTex, i.pcUV)))); } ENDCG } } Fallback Off }