Shader "Hidden/TerrainTools/PaintConcavity" { 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 _Heightmap; sampler2D _ConcavityRemap; float4 _BrushParams; #define BRUSH_STRENGTH (_BrushParams[0]) #define BRUSH_TARGETHEIGHT (_BrushParams[1]) 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; } ENDCG Pass { Name "Paint Concavity" CGPROGRAM #pragma vertex vert #pragma fragment PaintSplatAlphamap #define HEIGHT_SAMPLE(__UV__) UnpackHeightmap(tex2D(_Heightmap, __UV__)) float3 gradient(float2 uv, float epsilon) { float upY = max(0.0f, uv.y - epsilon); float downY = min(1.0f, uv.y + epsilon); float leftX = max(0.0f, uv.x - epsilon); float rightX = min(1.0f, uv.x + epsilon); //don't need to divide by 8.0f, since we are normalizing float dzdx = ((HEIGHT_SAMPLE(float2(rightX, upY)) + 2.0f * HEIGHT_SAMPLE(float2(rightX, uv.y)) + HEIGHT_SAMPLE(float2(rightX, downY))) - (HEIGHT_SAMPLE(uint2(leftX, upY)) + 2.0f * HEIGHT_SAMPLE(uint2(leftX, uv.y)) + HEIGHT_SAMPLE(float2(leftX, downY)))) / 8.0f; float dzdy = ((HEIGHT_SAMPLE(float2(leftX, downY)) + 2 * HEIGHT_SAMPLE(uint2(uv.x, downY)) + HEIGHT_SAMPLE(uint2(rightX, downY))) - (HEIGHT_SAMPLE(float2(leftX, upY)) + 2 * HEIGHT_SAMPLE(float2(uv.x, upY)) + HEIGHT_SAMPLE(float2(rightX, upY)))) / 8.0f; float mag = length(float2(dzdx, dzdy)); return float3(dzdx, dzdy, mag); } float laplacian(float2 uv, float epsilon) { float upY = max(0.0f, uv.y - epsilon); float downY = min(1.0f, uv.y + epsilon); float leftX = max(0, uv.x - epsilon); float rightX = min(1.0f, uv.x + epsilon); float3 rightGrad = gradient(float2(rightX, uv.y), epsilon); float3 leftGrad = gradient(float2(leftX, uv.y), epsilon); float3 downGrad = gradient(float2(uv.x, downY), epsilon); float3 upGrad = gradient(float2(uv.x, upY), epsilon); //TODO: better quality by using above sampling from the gradient function float dgdx = rightGrad.x / rightGrad.z - leftGrad.x / leftGrad.z; float dgdy = downGrad.y / downGrad.z - upGrad.y / upGrad.z; return (dgdx + dgdy) / 2.0f; } float4 _ConcavityRange; float GetConcavityScale(float2 uv, float h) { float epsilon = _ConcavityRange.z * _MainTex_TexelSize.x; float concavity = saturate(_ConcavityRange.w * laplacian(uv, epsilon)); //remap according to curve return tex2D(_ConcavityRemap, float2(concavity, 0.0f)).r; } float ApplyBrush(float height, float brushStrength) { float targetHeight = 1.0f; if (targetHeight > height) { height += brushStrength; height = height < targetHeight ? height : targetHeight; } else { height -= brushStrength; height = height > targetHeight ? height : targetHeight; } return height; } float4 PaintSplatAlphamap(v2f i) : SV_Target { float2 brushUV = PaintContextUVToBrushUV(i.pcUV); float2 normalUV = 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.xy)); //float3 normals = normalize(tex2D(_NormalTex, normalUV).rgb * 2.0f - 1.0f); float alphaMap = tex2D(_MainTex, i.pcUV).r; float h = UnpackHeightmap(tex2D(_Heightmap, i.pcUV)); float targetAlpha = GetConcavityScale(i.pcUV, h); return lerp(alphaMap, targetAlpha, brushStrength); } ENDCG } } Fallback Off }