112 lines
3.5 KiB
Plaintext
112 lines
3.5 KiB
Plaintext
Shader "Hidden/TerrainTools/SetExactHeight" {
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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#define BRUSH_PINCHAMOUNT (_BrushParams[2])
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#define BRUSH_ROTATION (_BrushParams[3])
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : 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.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass
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{
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Name "Set Exact Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SetExactHeight
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float4 SetExactHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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//float brushStrength = saturate(BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float targetHeight = BRUSH_TARGETHEIGHT;
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// have to do this check to ensure strength 0 == no change (code below makes a super tiny change even with strength 0)
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if (brushStrength > 0.0f)
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{
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float deltaHeight = height - targetHeight;
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// see https://www.desmos.com/calculator/880ka3lfkl
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float p = saturate(brushStrength);
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float w = (1.0f - p) / (p + 0.000001f);
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// float w = (1.0f - p*p) / (p + 0.000001f); // alternative TODO test and compare
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float fx = clamp(w * deltaHeight, -1.0f, 1.0f);
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float g = fx * (0.5f * fx * sign(fx) - 1.0f);
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deltaHeight = deltaHeight + g / w;
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height = targetHeight + deltaHeight;
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}
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//return PackHeightmap(saturate(brushStrength) * targetHeight);
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return PackHeightmap(lerp(height, targetHeight, brushStrength));
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}
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ENDCG
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}
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Pass
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{
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Name "Fill Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment FillHeight
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float4 FillHeight( v2f i ) : SV_Target
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{
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float oldHeight = UnpackHeightmap(tex2D(_MainTex, i.pcUV));
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return PackHeightmap(lerp(oldHeight, BRUSH_TARGETHEIGHT, UnpackHeightmap(tex2D(_FilterTex, i.pcUV))));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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