Rasagar/Library/PackageCache/com.unity.terrain-tools/Shaders/PaintHeight.shader
2024-08-26 23:07:20 +03:00

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