forked from BilalY/Rasagar
133 lines
4.5 KiB
Plaintext
133 lines
4.5 KiB
Plaintext
Shader "Hidden/TerrainPainter/Heatmap"
|
|
{
|
|
SubShader
|
|
{
|
|
Cull Back ZWrite On
|
|
Blend SrcAlpha OneMinusSrcAlpha
|
|
|
|
HLSLINCLUDE
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "TerrainPreview.cginc"
|
|
|
|
sampler2D _LayerMaskTex;
|
|
sampler2D _NormalMap;
|
|
float4 _Heightmap_TexelSize;
|
|
float4 _LayerTiling; //XY: Tling //ZW: Resolution
|
|
float _ContourOn;
|
|
float _TilingOn;
|
|
|
|
ENDHLSL
|
|
|
|
Pass
|
|
{
|
|
Name "Terrain layer heatmap"
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
struct Varyings {
|
|
float4 positionCS : SV_POSITION;
|
|
float3 positionWorld : TEXCOORD0;
|
|
float3 positionWorldOrig : TEXCOORD1;
|
|
float2 pcPixels : TEXCOORD2;
|
|
float2 uv : TEXCOORD3;
|
|
};
|
|
|
|
Varyings vert(uint vid : SV_VertexID)
|
|
{
|
|
Varyings o;
|
|
|
|
// build a quad mesh, with one vertex per paint context pixel (pcPixel)
|
|
float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
|
|
|
|
// compute heightmap UV and sample heightmap
|
|
float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
|
|
float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
|
|
|
|
// compute brush UV
|
|
float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
|
|
|
|
// compute object position (in terrain space) and world position
|
|
float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
|
|
float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
|
|
|
|
o.pcPixels = pcPixels;
|
|
o.positionWorld = positionWorld;
|
|
o.positionWorldOrig = positionWorld;
|
|
o.positionCS = UnityWorldToClipPos(positionWorld);
|
|
o.uv = brushUV;
|
|
return o;
|
|
}
|
|
|
|
float Contours(sampler2D heightmap, float2 uv)
|
|
{
|
|
float contourLineFactor = 512;
|
|
float majorLineSteps = contourLineFactor / (contourLineFactor/8);
|
|
float thickness = _Heightmap_TexelSize.x * 0.5;
|
|
uint mip = 0;
|
|
|
|
//White base
|
|
float lines = 1;
|
|
|
|
//Cross-kernel sampling
|
|
float corner0 = tex2Dlod(heightmap, float4(uv.x - thickness, uv.y, 0, mip)).r;
|
|
float corner1 = tex2Dlod(heightmap, float4(uv.x + thickness, uv.y, 0, mip)).r;
|
|
float corner2 = tex2Dlod(heightmap, float4(uv.x, uv.y + thickness, 0, mip)).r;
|
|
float corner3 = tex2Dlod(heightmap, float4(uv.x + thickness, uv.y + thickness, 0, mip)).r;
|
|
|
|
//Elevation range of the pixel's area
|
|
float minHeight = min(min(corner0, corner1), min(corner2, corner3));
|
|
float maxHeight = max(max(corner0, corner1), max(corner2, corner3));
|
|
|
|
//Check if the pixel's area crosses at least one contour line, creating a secondary line
|
|
if (floor(minHeight * contourLineFactor) != floor(maxHeight * contourLineFactor))
|
|
{
|
|
lines = 0.75;
|
|
}
|
|
|
|
//Major lines
|
|
if (floor(minHeight * contourLineFactor / majorLineSteps) != floor(maxHeight * contourLineFactor / majorLineSteps))
|
|
{
|
|
lines = 0.5;
|
|
}
|
|
|
|
return 1-lines;
|
|
}
|
|
|
|
inline float mod(float a, float b) { return a - (b * floor(a / b)); }
|
|
|
|
float Checker(float2 uv)
|
|
{
|
|
float fmodResult = mod(floor(uv.x) + floor(uv.y), 2.0);
|
|
return max(sign(fmodResult), 0.0);
|
|
}
|
|
|
|
|
|
float4 frag(Varyings i) : SV_Target
|
|
{
|
|
float layerAlpha = UnpackHeightmap(tex2D(_LayerMaskTex, i.uv)).r;
|
|
|
|
float lines = lerp(0, Contours(_Heightmap, i.uv), _ContourOn);
|
|
float texelChecker = Checker(i.positionWorld.xz * _LayerTiling.xy * 2.0);
|
|
texelChecker = lerp(1, saturate(texelChecker + 0.75), _TilingOn);
|
|
//return float4(texelChecker.xxx, 0.7);
|
|
|
|
float3 normal = tex2D(_NormalMap, i.uv);
|
|
|
|
float3 lightDir = UnityWorldSpaceLightDir(i.positionWorld.xyz);
|
|
//lightDir = normalize(_WorldSpaceCameraPos - i.positionWorld);
|
|
|
|
//Add some diffuse shading to visualize the contour of the terrain
|
|
float diffuse = saturate(dot(lightDir, normal) + 0.66);
|
|
|
|
float3 color = float3(layerAlpha, 0.0, 0.0) - lines;
|
|
|
|
return float4(color * diffuse * texelChecker, layerAlpha);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
Fallback Off
|
|
} |