Rasagar/Assets/ProceduralTerrainPainter/Runtime/ModifierStack.cs

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2024-08-26 13:07:20 -07:00
// Procedural Terrain Painter by Staggart Creations http://staggart.xyz
// Copyright protected under Unity Asset Store EULA
using System.Collections.Generic;
using UnityEngine;
#if UNITY_2021_2_OR_NEWER
using UnityEngine.TerrainTools;
#else
using UnityEngine.Experimental.TerrainAPI;
#endif
namespace sc.terrain.proceduralpainter
{
public class ModifierStack
{
private static int m_resolution;
private static float heightScale;
public static Material filterMat;
private static RenderTexture alphaMap;
private const string UndoActionName = "Painted Terrain";
private static int HeightmapID = Shader.PropertyToID("_Heightmap");
private static int HeightmapScaleID = Shader.PropertyToID("_HeightmapScale");
private static int NormalMapID = Shader.PropertyToID("_NormalMap");
private static int TerrainPosScaleID = Shader.PropertyToID("_TerrainPosScale");
private static int TerrainBoundsID = Shader.PropertyToID("_TerrainBounds");
/// <summary>
/// Call this once, per terrain. Sets up the Blit material and generates a normal map
/// </summary>
/// <param name="terrain"></param>
/// <param name="bounds"></param>
/// <param name="rtDsc"></param>
public static void Configure(Terrain terrain, Bounds bounds, int resolution)
{
if (m_resolution != resolution || alphaMap == null)
{
alphaMap = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.R8);
}
m_resolution = resolution;
if (!filterMat) filterMat = new Material(Shader.Find("Hidden/TerrainPainter/Modifier"));
//Note: heightmap borders aren't blended with neighboring texels, causes visible seams at low resolutions
filterMat.SetTexture(HeightmapID, terrain.terrainData.heightmapTexture);
filterMat.SetTexture(NormalMapID, terrain.normalmapTexture);
heightScale = bounds.max.y - bounds.min.y;
filterMat.SetFloat(HeightmapScaleID, heightScale);
//Used to reconstruct the global-bounds aligned UV
float invWidth = 1.0f / bounds.size.x;
float invHeight = 1.0f / bounds.size.z;
var terrainPosScale = new Vector4(
(terrain.GetPosition().x * invWidth) - (bounds.min.x * invWidth),
(terrain.GetPosition().z * invHeight) - (bounds.min.z * invHeight),
terrain.terrainData.size.x / bounds.size.x,
terrain.terrainData.size.z / bounds.size.z
);
filterMat.SetVector(TerrainPosScaleID, terrainPosScale);
filterMat.SetVector(TerrainBoundsID, new Vector4(bounds.min.x, bounds.max.z, bounds.size.x, bounds.size.z));
}
public static void ProcessLayers(Terrain terrain, List<LayerSettings> layerSettings)
{
for (int i = layerSettings.Count-1; i >= 0; i--)
{
ProcessSingleLayer(terrain, layerSettings[i]);
}
}
/// <summary>
/// Executes the modifiers in order and generates the necessary splatmaps
/// </summary>
/// <param name="layer"></param>
/// <param name="modifiers"></param>
/// <param name="output"></param>
public static void ProcessSingleLayer(Terrain terrain, LayerSettings settings)
{
//Disable or with no settings (result in a fill with black)
if (settings.enabled == false || settings.layer == false) return;
Graphics.SetRenderTarget(alphaMap);
//Start with a full white base
Graphics.Blit(Texture2D.whiteTexture, alphaMap);
//Reverse order
for (int i = settings.modifierStack.Count-1; i >= 0; i--)
{
settings.modifierStack[i].Configure(filterMat);
settings.modifierStack[i].Execute(alphaMap);
}
//Scale splatmap to fit in terrain
Vector2 scaledSplatmapSize = new Vector2((terrain.terrainData.size.x / m_resolution) * m_resolution, (terrain.terrainData.size.z / m_resolution) * m_resolution);
//PaintContext handles creation of splatmaps. Subtracting the weights of a splatmap, from the ones before it.
//A single pixels of all combined alpha maps must not exceed a value of one. The 2nd pass of Hidden/TerrainEngine/TerrainLayerUtils is used internally to do this
//Note: Paintcontext must use a serialized terrain reference, otherwise breaks when executing "ApplyDelayedActions" when the project is saved!
PaintContext c = TerrainPaintUtility.BeginPaintTexture(terrain, new Rect(0, 0, scaledSplatmapSize.x, scaledSplatmapSize.y), settings.layer);
Graphics.Blit(alphaMap, c.destinationRenderTexture);
TerrainPaintUtility.EndPaintTexture(c, UndoActionName);
}
}
}