Shader "Hidden/TerrainTools/CloneBrush" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { ZTest Always Cull Off ZWrite Off CGINCLUDE #include "UnityCG.cginc" #include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl" float4 _SampleUVScaleOffset; 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_STAMPHEIGHT (_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; float2 sampleUV: TEXCOORD1; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.pcUV = v.pcUV; o.sampleUV = v.pcUV.xy * _SampleUVScaleOffset.xy +_SampleUVScaleOffset.zw; return o; } float SmoothApply(float height, float brushStrength, float targetHeight) { if (targetHeight > height) { height += brushStrength; height = height < targetHeight ? height : targetHeight; } else { height -= brushStrength; height = height > targetHeight ? height : targetHeight; } return height; } ENDCG Pass // 0 clone stamp tool (alphaMap) { Name "Clone Stamp Tool Alphamap" CGPROGRAM #pragma vertex vert #pragma fragment CloneAlphamap sampler2D _CloneTex; float4 CloneAlphamap(v2f i) : SV_Target { float2 brushUV = PaintContextUVToBrushUV( i.pcUV ); // out of bounds multiplier float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0; // get brush mask value float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); float currentAlpha = tex2D(_MainTex, i.pcUV).r; float sampleAlpha = tex2D(_CloneTex, i.sampleUV).r; return saturate(lerp(currentAlpha, sampleAlpha, saturate(BRUSH_STRENGTH * b))); } ENDCG } Pass // 1 clone stamp tool (heightmap) { Name "Clone Stamp Tool Heightmap" CGPROGRAM #pragma vertex vert #pragma fragment CloneHeightmap sampler2D _CloneTex; float4 _CloneTex_TexelSize; #define HeightOffset ( _BrushParams[ 1 ] ) #define TerrainMaxHeight ( _BrushParams[ 2 ] ) float4 CloneHeightmap( v2f i ) : SV_Target { // get current height value float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 brushUV = PaintContextUVToBrushUV( i.pcUV ); // out of bounds multiplier float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0; // get brush mask value float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); // get the height value to clone float sampleHeight = UnpackHeightmap( tex2D( _CloneTex, i.sampleUV ) ) + ( HeightOffset / TerrainMaxHeight ); // blend the current height and the height to clone based on brush strength and mask return PackHeightmap( clamp( lerp( h, sampleHeight, saturate(BRUSH_STRENGTH * b)), 0.0f, 0.5f ) ); } ENDCG } } Fallback Off }