Shader "Hidden/TerrainTools/SharpenPeaks" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { ZTest Always Cull Off ZWrite Off Pass { Name "Ridge Erode" CGPROGRAM #pragma vertex vert #pragma fragment Erode #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 EROSION_STRENGTH (_BrushParams[1]) #define MIX_STRENGTH (_BrushParams[2]) 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; } float4 Erode(v2f i) : SV_Target { float2 brushUV = PaintContextUVToBrushUV(i.pcUV); float2 heightmapUV = i.pcUV; const float2 coords [4] = { {-1,0}, { 1,0}, {0, -1}, { 0, 1} }; float hc = UnpackHeightmap(tex2D(_MainTex, heightmapUV)); float hl = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[0] * _MainTex_TexelSize.xy)); float hr = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[1] * _MainTex_TexelSize.xy)); float ht = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[2] * _MainTex_TexelSize.xy)); float hb = UnpackHeightmap(tex2D(_MainTex, heightmapUV + coords[3] * _MainTex_TexelSize.xy)); float l = min(hl, hr); float r = max(hl, hr); float b = min(hb, ht); float t = max(hb, ht); float height = hc; if (height > l && height < r) { float hlr01 = pow((height - l) / (r - l), EROSION_STRENGTH); height = hlr01 * (r - l) + l; } if (height > b && height < t) { float hbt01 = pow((height - b) / (t - b), EROSION_STRENGTH); height = hbt01 * (t - b) + b; } height = lerp(0.25f * ( hl + hr + ht + hb ), height, MIX_STRENGTH); // out of bounds multiplier float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f; float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); return clamp(lerp(hc, height, brushStrength), 0, 0.5f); } ENDCG } } Fallback Off }