Rasagar/Library/PackageCache/com.unity.terrain-tools/Shaders/CloneBrush.shader
2024-08-26 23:07:20 +03:00

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Shader "Hidden/TerrainTools/CloneBrush"
{
Properties
{
_MainTex ("Texture", any) = "" {}
}
SubShader
{
ZTest Always Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
float4 _SampleUVScaleOffset;
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_STAMPHEIGHT (_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;
float2 sampleUV: TEXCOORD1;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.pcUV = v.pcUV;
o.sampleUV = v.pcUV.xy * _SampleUVScaleOffset.xy +_SampleUVScaleOffset.zw;
return o;
}
float SmoothApply(float height, float brushStrength, float targetHeight)
{
if (targetHeight > height)
{
height += brushStrength;
height = height < targetHeight ? height : targetHeight;
}
else
{
height -= brushStrength;
height = height > targetHeight ? height : targetHeight;
}
return height;
}
ENDCG
Pass // 0 clone stamp tool (alphaMap)
{
Name "Clone Stamp Tool Alphamap"
CGPROGRAM
#pragma vertex vert
#pragma fragment CloneAlphamap
sampler2D _CloneTex;
float4 CloneAlphamap(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
// out of bounds multiplier
float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
// get brush mask value
float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
float currentAlpha = tex2D(_MainTex, i.pcUV).r;
float sampleAlpha = tex2D(_CloneTex, i.sampleUV).r;
return saturate(lerp(currentAlpha, sampleAlpha, saturate(BRUSH_STRENGTH * b)));
}
ENDCG
}
Pass // 1 clone stamp tool (heightmap)
{
Name "Clone Stamp Tool Heightmap"
CGPROGRAM
#pragma vertex vert
#pragma fragment CloneHeightmap
sampler2D _CloneTex;
float4 _CloneTex_TexelSize;
#define HeightOffset ( _BrushParams[ 1 ] )
#define TerrainMaxHeight ( _BrushParams[ 2 ] )
float4 CloneHeightmap( v2f i ) : SV_Target
{
// get current height value
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
// out of bounds multiplier
float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
// get brush mask value
float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
// get the height value to clone
float sampleHeight = UnpackHeightmap( tex2D( _CloneTex, i.sampleUV ) ) + ( HeightOffset / TerrainMaxHeight );
// blend the current height and the height to clone based on brush strength and mask
return PackHeightmap( clamp( lerp( h, sampleHeight, saturate(BRUSH_STRENGTH * b)), 0.0f, 0.5f ) );
}
ENDCG
}
}
Fallback Off
}