forked from BilalY/Rasagar
90 lines
3.2 KiB
Plaintext
90 lines
3.2 KiB
Plaintext
Shader "Hidden/TerrainTools/ContrastTool" {
|
|
|
|
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_TARGETHEIGHT (_BrushParams[1])
|
|
#define BRUSH_FEATURESIZE (_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 Sharpen
|
|
{
|
|
Name "Sharpen Height"
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment SharpenHeight
|
|
|
|
float4 SharpenHeight(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 height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
|
|
float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
|
|
|
|
float avg = 0.0F;
|
|
float xoffset = _MainTex_TexelSize.x * BRUSH_FEATURESIZE;
|
|
float yoffset = _MainTex_TexelSize.y * BRUSH_FEATURESIZE;
|
|
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV));
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, 0 )));
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, 0 )));
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, yoffset))) * 0.75F;
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, yoffset))) * 0.75F;
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, -yoffset))) * 0.75F;
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, -yoffset))) * 0.75F;
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, yoffset)));
|
|
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, -yoffset)));
|
|
avg /= 8.0F;
|
|
|
|
float contrast = 1.5F;
|
|
float h = ((height - avg)) * contrast + avg;
|
|
return PackHeightmap(lerp(height, h, brushStrength));
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback Off
|
|
}
|