102 lines
3.9 KiB
Plaintext
102 lines
3.9 KiB
Plaintext
Shader "Hidden/TerrainTools/SlopeFlatten" {
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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_FEATURESIZE (_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 "Slope Flatten Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SlopeFlattenHeight
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float4 SlopeFlattenHeight(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 = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float avg = 0.0F;
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float xoffset = _MainTex_TexelSize.x * BRUSH_FEATURESIZE;
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float yoffset = _MainTex_TexelSize.y * BRUSH_FEATURESIZE;
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float xyoffset = xoffset * yoffset / sqrt(0.5 * xoffset * xoffset + 0.5 * yoffset * yoffset);
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/*
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float2 uvLeft = heightmapUV + float2(-xoffset, 0.0f);
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float2 uvRight = heightmapUV + float2(xoffset, 0.0f);
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float2 uvTop = heightmapUV + float2(0.0f, -yoffset);
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float2 uvBottom = heightmapUV + float2(0.0f, yoffset);
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*/
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float x0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset, 0.0f))));
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float x1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset, 0.0f))));
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float y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-yoffset, 0.0f))));
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float y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( yoffset, 0.0f))));
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float x0y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset * 0.707f, -yoffset * 0.707f))));
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float x1y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset * 0.707f, -yoffset * 0.707f))));
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float x1y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset * 0.707f, yoffset * 0.707f))));
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float x0y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset * 0.707f, yoffset * 0.707f))));
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float mx = (x1 - x0) / (xoffset * 2.0f);
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float my = (y1 - y0) / (yoffset * 2.0f);
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float mxy = (x1y1 - x0y0) / (xyoffset * 2.0f);
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float myx = (x1y0 - x0y1) / (xyoffset * 2.0f);
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float target_height = 0.25F * ((x0 + xoffset * mx) + (y0 + yoffset * my) + (x0y0 + xyoffset * mxy) + (x0y1 + xyoffset * myx));
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return PackHeightmap(lerp(height, target_height, brushStrength));
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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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