103 lines
6.8 KiB
Markdown
103 lines
6.8 KiB
Markdown
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# Modify the Terrain heightmap
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The example code below tells Unity to use the built-in painting Material to modify the Terrain's heightmap, and render a Brush preview in the Scene view.
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```
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.TerrainTools;
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internal class CustomTerrainTool : TerrainPaintTool<CustomTerrainTool>
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{
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private float m_BrushOpacity;
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private float m_BrushSize;
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private float m_BrushRotation;
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// Name of the Terrain Tool. This appears in the tool UI.
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public override string GetName()
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{
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return "Examples/Custom Terrain Tool";
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}
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// Description for the Terrain Tool. This appears in the tool UI.
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public override string GetDesc()
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{
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return "This is a custom Terrain Tool that modifies the Terrain heightmap.";
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}
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public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
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{
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editContext.ShowBrushesGUI(5, BrushGUIEditFlags.Select);
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m_BrushOpacity = EditorGUILayout.Slider("Opacity", m_BrushOpacity, 0, 1);
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m_BrushSize = EditorGUILayout.Slider("Size", m_BrushSize, .001f, 100f);
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m_BrushRotation = EditorGUILayout.Slider("Rotation", m_BrushRotation, 0, 360);
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}
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// Ease of use function for rendering modified Terrain Texture data into a PaintContext. This is used in both OnRenderBrushPreview and OnPaint.
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private void RenderIntoPaintContext(UnityEngine.TerrainTools.PaintContext paintContext, Texture brushTexture, UnityEngine.TerrainTools.BrushTransform brushXform)
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{
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// Get the built-in painting Material reference
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Material mat = UnityEngine.TerrainTools.TerrainPaintUtility.GetBuiltinPaintMaterial();
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// Bind the current brush texture
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mat.SetTexture("_BrushTex", brushTexture);
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// Bind the tool-specific shader properties
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var opacity = Event.current.control ? -m_BrushOpacity : m_BrushOpacity;
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mat.SetVector("_BrushParams", new Vector4(opacity, 0.0f, 0.0f, 0.0f));
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// Setup the material for reading from/writing into the PaintContext texture data. This is a necessary step to setup the correct shader properties for appropriately transforming UVs and sampling textures within the shader
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UnityEngine.TerrainTools.TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
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// Render into the PaintContext's destinationRenderTexture using the built-in painting Material and the built-in ID for the RaiseLowerHeight shader pass
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Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)UnityEngine.TerrainTools.TerrainPaintUtility.BuiltinPaintMaterialPasses.RaiseLowerHeight);
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}
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// Render Tool previews in the SceneView
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public override void OnRenderBrushPreview(Terrain terrain, IOnSceneGUI editContext)
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{
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// Dont render preview if this isnt a Repaint
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if (Event.current.type != EventType.Repaint) return;
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// Only do the rest if user mouse hits valid terrain
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if (!editContext.hitValidTerrain) return;
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// Get the current BrushTransform under the mouse position relative to the Terrain
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UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.raycastHit.textureCoord, m_BrushSize, m_BrushRotation);
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// Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data
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UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1);
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// Get the built-in Material for rendering Brush Previews
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Material previewMaterial = TerrainPaintUtilityEditor.GetDefaultBrushPreviewMaterial();
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// Specify which PaintContext RenderTexture to use for the brush preview
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TerrainPaintUtilityEditor.BrushPreview previewTexture = TerrainPaintUtilityEditor.BrushPreview.SourceRenderTexture;
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// Render the brush preview for the sourceRenderTexture. This will show up as a projected brush mesh rendered on top of the Terrain
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TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, previewTexture, editContext.brushTexture, brushXform, previewMaterial, 0);
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// Render changes into the PaintContext destinationRenderTexture
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RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
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// Restore old render target. This is necessary because... TODO
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RenderTexture.active = paintContext.oldRenderTexture;
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// Bind the sourceRenderTexture to the preview Material. This is used to compute deltas in height
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previewMaterial.SetTexture("_HeightmapOrig", paintContext.sourceRenderTexture);
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// Specify now that the destinationRenderTexture is going to be used for the next brush preview rendering
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previewTexture = TerrainPaintUtilityEditor.BrushPreview.DestinationRenderTexture;
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// Render a procedural mesh displaying the delta/displacement in height from the source Terrain texture data. When modifying Terrain height, this shows how much the next paint operation will alter the Terrain height
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TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, previewTexture, editContext.brushTexture, brushXform, previewMaterial, 1);
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// Cleanup resources
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UnityEngine.TerrainTools.TerrainPaintUtility.ReleaseContextResources(paintContext);
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}
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// Perform painting operations that modify the Terrain texture data
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public override bool OnPaint(Terrain terrain, IOnPaint editContext)
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{
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// Get the current BrushTransform under the mouse position relative to the Terrain
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UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, m_BrushSize, m_BrushRotation);
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// Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data
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// and a destinationRenderTexture into which to write new Terrain texture data
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UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
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// Call the common rendering function used by OnRenderBrushPreview and OnPaint
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RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
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// Commit the modified PaintContext with a provided string for tracking Undo operations. This function handles Undo and resource cleanup for you
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UnityEngine.TerrainTools.TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Raise or Lower Height");
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// Return whether or not Trees and Details should be hidden while painting with this Terrain Tool
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return true;
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}
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}
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```
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