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

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Shader "Hidden/TerrainTools/SmudgeHeight" {
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_SMUDGE_X (_BrushParams[1])
#define BRUSH_SMUDGE_Y (_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 // 11 Smudge
{
Name "Smudge Height"
CGPROGRAM
#pragma vertex vert
#pragma fragment SmudgeHeight
float4 SmudgeHeight(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 brushStrength = oob * BRUSH_STRENGTH * 10.0f;
float blendValue = UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
float2 smudgedUVs = heightmapUV - brushStrength * float2(BRUSH_SMUDGE_X, BRUSH_SMUDGE_Y);
float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
float h = UnpackHeightmap(tex2D(_MainTex, smudgedUVs));
return PackHeightmap(lerp(height, h, blendValue));
}
ENDCG
}
}
Fallback Off
}