forked from BilalY/Rasagar
283 lines
10 KiB
Plaintext
283 lines
10 KiB
Plaintext
Shader "Hidden/TerrainEngine/PaintHeightTool" {
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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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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sampler2D _FilterTex;
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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 kMaxHeight (32766.0f/65535.0f)
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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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float ApplyBrush(float height, float brushStrength)
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{
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float targetHeight = BRUSH_TARGETHEIGHT;
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if (targetHeight > height)
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{
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height += brushStrength;
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height = height < targetHeight ? height : targetHeight;
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}
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else
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{
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height -= brushStrength;
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height = height > targetHeight ? height : targetHeight;
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}
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return height;
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}
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ENDCG
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Pass // 0 raise/lower heights
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{
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Name "Raise/Lower Heights"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment RaiseHeight
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float4 RaiseHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushShape = oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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return PackHeightmap(clamp(height + BRUSH_STRENGTH * brushShape, 0, kMaxHeight));
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}
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ENDCG
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}
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Pass // 1 stamp heights
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{
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Name "Stamp Heights"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment StampHeight
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#define STAMP_TOOL_MODE (_BrushParams[0]) // Min=0 | Set=1 | Max=2
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#define HEIGHT_UNDER_CURSOR (_BrushParams[1])
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#define BRUSH_STAMPHEIGHT (_BrushParams[2])
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#define BLEND_AMOUNT (_BrushParams[3])
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float SmoothMax(float a, float b, float p)
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{
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// calculates a smooth maximum of a and b, using an intersection power p
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// higher powers produce sharper intersections, approaching max()
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return log2(exp2(a * p) + exp2(b * p) - 1.0f) / p;
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}
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float4 StampHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushShape = oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float brushHeight = brushShape * BRUSH_STAMPHEIGHT;
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// smoothmax behavior
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float targetHeight;
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float brushIntersection = saturate(1.0f - brushShape);
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float brushSmooth = exp2(brushIntersection * 8.0f);
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targetHeight = SmoothMax(height, brushHeight, brushSmooth);
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// "preserve details = 0" stamp is an offset from the height under the cursor
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float flatHeight = lerp(height, HEIGHT_UNDER_CURSOR + BRUSH_STAMPHEIGHT, brushShape);
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// composite results
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float outheight = lerp(flatHeight, targetHeight, BLEND_AMOUNT);
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if (STAMP_TOOL_MODE != 2)
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{
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outheight = lerp(min(height, outheight), max(height, outheight), STAMP_TOOL_MODE);
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}
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return PackHeightmap(clamp(outheight, 0.0f, kMaxHeight));
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}
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ENDCG
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}
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Pass // 2 set height (flatten)
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{
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Name "Set Heights"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SetHeight
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/*============================================================================
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NOTE(wyatt): use SetExactHeight.shader instead
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============================================================================*/
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float4 SetHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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// smooth set
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float targetHeight = BRUSH_TARGETHEIGHT;
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// have to do this check to ensure strength 0 == no change (code below makes a super tiny change even with strength 0)
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if (brushStrength > 0.0f)
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{
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float deltaHeight = height - targetHeight;
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// see https://www.desmos.com/calculator/880ka3lfkl
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float p = saturate(brushStrength);
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float w = (1.0f - p) / (p + 0.000001f);
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// float w = (1.0f - p*p) / (p + 0.000001f); // alternative TODO test and compare
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float fx = clamp(w * deltaHeight, -1.0f, 1.0f);
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float g = fx * (0.5f * fx * sign(fx) - 1.0f);
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deltaHeight = deltaHeight + g / w;
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height = targetHeight + deltaHeight;
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}
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return PackHeightmap(height);
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}
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ENDCG
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}
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Pass // 3 smooth terrain
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{
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Name "Smooth Heights"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SmoothHeight
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float4 _SmoothWeights; // centered, min, max, unused
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float4 SmoothHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float h = 0.0F;
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float xoffset = _MainTex_TexelSize.x;
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float yoffset = _MainTex_TexelSize.y;
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// 3*3 filter
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h += height;
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, 0 )));
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, 0 )));
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, yoffset))) * 0.75F;
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, yoffset))) * 0.75F;
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, -yoffset))) * 0.75F;
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, -yoffset))) * 0.75F;
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, yoffset)));
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h += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, -yoffset)));
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h /= 8.0F;
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float3 new_height = float3(h, min(h, height), max(h, height));
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h = dot(new_height, _SmoothWeights.xyz);
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return PackHeightmap(lerp(height, h, brushStrength));
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}
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ENDCG
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}
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Pass // 4 paint splat alphamap
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{
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Name "Paint Texture"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment PaintSplatAlphamap
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float4 PaintSplatAlphamap(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float alphaMap = tex2D(_MainTex, i.pcUV).r;
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return ApplyBrush(alphaMap, brushStrength);
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}
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ENDCG
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}
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Pass // 5 paint holes
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{
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Name "Paint Holes"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment PaintHoles
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float4 PaintHoles(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float holes = tex2D(_MainTex, i.pcUV).r;
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float brush = UnpackHeightmap(tex2D(_BrushTex, brushUV));
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float filter = UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob;
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float val = brush * filter;
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// filter could be negative. need to account for this
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val = abs(val) > (1 - abs(brushStrength)) && abs(val) > .0001f ? sign(brushStrength) * sign(val) : 0.0f;
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holes += val;
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return holes;
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}
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ENDCG
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}
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}
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Fallback Off
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}
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