forked from BilalY/Rasagar
149 lines
7.4 KiB
C#
149 lines
7.4 KiB
C#
using UnityEngine;
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#if UNITY_2021_2_OR_NEWER
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using UnityEngine.TerrainTools;
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#else
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using UnityEngine.Experimental.TerrainAPI;
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#endif
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namespace sc.terrain.proceduralpainter
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{
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public class HeatmapPreview
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{
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private static Material utilsMat;
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private static Shader utilsShader;
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#if UNITY_2019_3_OR_NEWER
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private static float kNormalizedHeightScale => PaintContext.kNormalizedHeightScale;
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#else
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private const float kNormalizedHeightScale = 0.4999771f;
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#endif
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public static void CreateHeatmaps(Terrain[] terrains, int layerIndex, ref RenderTexture[] heatmaps)
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{
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heatmaps = new RenderTexture[terrains.Length];
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for (int i = 0; i < heatmaps.Length; i++)
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{
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heatmaps[i] = CreateHeatmap(terrains[i], layerIndex);
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}
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}
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private static RenderTexture CreateHeatmap(Terrain terrain, int layerIndex)
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{
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RenderTexture rt = new RenderTexture(terrain.terrainData.alphamapResolution, terrain.terrainData.alphamapResolution, 0, RenderTextureFormat.R8);
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var splatIndex = Utilities.GetSplatmapIndex(layerIndex);
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var channelIndex = Utilities.GetChannelIndex(layerIndex);
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Texture2D splatmap = terrain.terrainData.GetAlphamapTexture(splatIndex);
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if (utilsShader == null) utilsShader = Shader.Find("Hidden/TerrainEngine/TerrainLayerUtils");
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if (utilsMat == null) utilsMat = new Material(utilsShader);
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utilsMat.SetTexture("_MainTex", splatmap);
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utilsMat.SetVector("_LayerMask", Utilities.GetVectorMask(channelIndex));
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//Pass 0 = Select one channel and copy it into R channel
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Graphics.Blit(splatmap, rt, utilsMat, 0);
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return rt;
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}
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private static Material heatmapMat;
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public static void Draw(Terrain terrain, TerrainLayer layer, Texture alphaMap, bool contour, bool tilingPreview)
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{
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if (!terrain || !layer) return;
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if (!heatmapMat) heatmapMat = new Material(Shader.Find("Hidden/TerrainPainter/Heatmap"));
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Texture heightmapTexture = terrain.terrainData.heightmapTexture;
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RectInt pixelRect = new RectInt(0, 0, heightmapTexture.width, heightmapTexture.height);
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Vector2 pixelSize = new Vector2(terrain.terrainData.size.x / heightmapTexture.width, terrain.terrainData.size.z / heightmapTexture.height);
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BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, new Vector2(0.5f, 0.5f), terrain.terrainData.size.x, 0.0f);
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// we want to build a quad mesh, with one vertex for each pixel in the heightmap
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// i.e. a 3x3 heightmap would create a mesh that looks like this:
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//
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// +-+-+
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// |\|\|
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// +-+-+
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// |\|\|
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// +-+-+
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//
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int quadsX = pixelRect.width+1;
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int quadsY = pixelRect.height+1;
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int vertexCount = quadsX * quadsY * (2 * 3); // two triangles (2 * 3 vertices) per quad
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// issue: the 'int vertexID' in the shader is often stored in an fp32
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// which can only represent exact integers up to 16777216 ~== 6 * 1672^2
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// once we have more than 16777216 vertices, the vertexIDs start skipping odd values, resulting in missing triangles
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// the solution is to reduce vertex count by halving our mesh resolution before we hit that point
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const int kMaxFP32Int = 16777216;
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int vertSkip = 1;
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while (vertexCount > kMaxFP32Int / 2) // in practice we want to stay well below 16 million verts, for perf sanity
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{
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quadsX = (quadsX + 1) / 2;
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quadsY = (quadsY + 1) / 2;
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vertexCount = quadsX * quadsY * (2 * 3);
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vertSkip *= 2;
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}
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// this is used to tessellate the quad mesh (from within the vertex shader)
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heatmapMat.SetVector("_QuadRez", new Vector4(quadsX, quadsY, vertexCount, vertSkip));
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// paint context pixels to heightmap uv: uv = (pixels + 0.5) / width
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float invWidth = 1.0f / heightmapTexture.width;
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float invHeight = 1.0f / heightmapTexture.height;
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heatmapMat.SetVector("_HeightmapUV_PCPixelsX", new Vector4(invWidth, 0.0f, 0.0f, 0.0f));
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heatmapMat.SetVector("_HeightmapUV_PCPixelsY", new Vector4(0.0f, invHeight, 0.0f, 0.0f));
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heatmapMat.SetVector("_HeightmapUV_Offset", new Vector4(0.5f * invWidth, 0.5f * invHeight, 0.0f, 0.0f));
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heatmapMat.SetTexture("_Heightmap", heightmapTexture);
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heatmapMat.SetTexture("_NormalMap", terrain.normalmapTexture);
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// paint context pixels to object (terrain) position
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// objectPos.x = scaleX * pcPixels.x + heightmapRect.xMin * scaleX
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// objectPos.y = scaleY * H
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// objectPos.z = scaleZ * pcPixels.y + heightmapRect.yMin * scaleZ
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float scaleX = pixelSize.x;
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float scaleY = (terrain.terrainData.heightmapScale.y) / kNormalizedHeightScale;
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float scaleZ = pixelSize.y;
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heatmapMat.SetVector("_ObjectPos_PCPixelsX", new Vector4(scaleX, 0.0f, 0.0f, 0.0f));
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heatmapMat.SetVector("_ObjectPos_HeightMapSample", new Vector4(0.0f, scaleY, 0.0f, 0.0f));
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heatmapMat.SetVector("_ObjectPos_PCPixelsY", new Vector4(0.0f, 0.0f, scaleZ, 0.0f));
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//Note slightly offset, so raise up so it doesn't clip through terrain
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heatmapMat.SetVector("_ObjectPos_Offset", new Vector4((pixelRect.xMin * scaleX), 3f , (pixelRect.yMin * scaleZ) + (pixelSize.y * 0.0f) , 1.0f));
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// paint context origin in terrain space
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// (note this is the UV space origin and size, not the mesh origin & size)
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float pcOriginX = pixelRect.xMin * pixelSize.x;
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float pcOriginZ = pixelRect.yMin * pixelSize.y;
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float pcSizeX = pixelSize.x;
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float pcSizeZ = pixelSize.y;
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Vector2 scaleU = pcSizeX * brushXform.targetX;
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Vector2 scaleV = pcSizeZ * brushXform.targetY;
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Vector2 offset = brushXform.targetOrigin + pcOriginX * brushXform.targetX + pcOriginZ * brushXform.targetY;
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heatmapMat.SetVector("_BrushUV_PCPixelsX", new Vector4(scaleU.x, scaleU.y, 0.0f, 0.0f));
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heatmapMat.SetVector("_BrushUV_PCPixelsY", new Vector4(scaleV.x, scaleV.y, 0.0f, 0.0f));
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heatmapMat.SetVector("_BrushUV_Offset", new Vector4(offset.x, offset.y, 0.0f, 1.0f));
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heatmapMat.SetTexture("_LayerMaskTex", alphaMap);
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heatmapMat.SetFloat("_ContourOn", contour ? 1 : 0);
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heatmapMat.SetFloat("_TilingOn", tilingPreview ? 1 : 0);
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//Tiling in world-space
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heatmapMat.SetVector("_LayerTiling", new Vector4(layer.diffuseTexture.width / terrain.terrainData.size.x / layer.tileSize.x, layer.diffuseTexture.height / terrain.terrainData.size.z / layer.tileSize.y, 0, 0));
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heatmapMat.SetVector("_TerrainObjectToWorldOffset", terrain.GetPosition());
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heatmapMat.SetPass(0);
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#if UNITY_2019_1_OR_NEWER
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Graphics.DrawProceduralNow(MeshTopology.Triangles, vertexCount);
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#else
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Graphics.DrawProcedural(MeshTopology.Triangles, vertexCount);
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#endif
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}
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}
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} |