forked from BilalY/Rasagar
85 lines
2.1 KiB
Plaintext
85 lines
2.1 KiB
Plaintext
Shader "Hidden/TerrainTools/NoiseFill"
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{
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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HLSLINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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#define BRUSH_PINCHAMOUNT (_BrushParams[2])
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#define BRUSH_ROTATION (_BrushParams[3])
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDHLSL
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Pass
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{
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Name "Noise Fill"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Perlin.hlsl"
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float4 _TerrainXform;
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float4 _TerrainScale;
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float2 TransformPosition( float2 brushUV )
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{
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return _TerrainXform.xz + brushUV * _TerrainScale.xz;
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}
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float4 frag(v2f i) : SV_Target
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{
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float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
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float2 pos = TransformPosition( i.pcUV );
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float n = noise_FbmPerlin( pos, GetDefaultFbmFractalInput() );
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return PackHeightmap( n );
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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