////////////////////////////////////////////////////////////////////////// // // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!! // ////////////////////////////////////////////////////////////////////////// Shader "Hidden/TerrainTools/NoiseFill/NoiseFillFbm" { Properties { _MainTex ("Texture", any) = "" {} } SubShader { ZTest Always Cull Off ZWrite Off HLSLINCLUDE #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; float4 _BrushParams; #define BRUSH_STRENGTH (_BrushParams[0]) #define BRUSH_TARGETHEIGHT (_BrushParams[1]) #define BRUSH_PINCHAMOUNT (_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; }; v2f vert(appdata_t v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.pcUV = v.pcUV; return o; } ENDHLSL Pass // Billow Noise Fill { Name "Billow Noise Fill" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Billow.hlsl" float4 _TerrainXform; float4 _TerrainScale; float2 TransformPosition( float2 brushUV ) { return _TerrainXform.xz + brushUV * _TerrainScale.xz; } float4 frag(v2f i) : SV_Target { float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 pos = TransformPosition( i.pcUV ); float n = noise_FbmBillow( pos, GetDefaultFbmFractalInput() ); return PackHeightmap( n ); // return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) ); } ENDHLSL } Pass // Perlin Noise Fill { Name "Perlin Noise Fill" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Perlin.hlsl" float4 _TerrainXform; float4 _TerrainScale; float2 TransformPosition( float2 brushUV ) { return _TerrainXform.xz + brushUV * _TerrainScale.xz; } float4 frag(v2f i) : SV_Target { float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 pos = TransformPosition( i.pcUV ); float n = noise_FbmPerlin( pos, GetDefaultFbmFractalInput() ); return PackHeightmap( n ); // return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) ); } ENDHLSL } Pass // Ridge Noise Fill { Name "Ridge Noise Fill" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Ridge.hlsl" float4 _TerrainXform; float4 _TerrainScale; float2 TransformPosition( float2 brushUV ) { return _TerrainXform.xz + brushUV * _TerrainScale.xz; } float4 frag(v2f i) : SV_Target { float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 pos = TransformPosition( i.pcUV ); float n = noise_FbmRidge( pos, GetDefaultFbmFractalInput() ); return PackHeightmap( n ); // return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) ); } ENDHLSL } Pass // Value Noise Fill { Name "Value Noise Fill" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Value.hlsl" float4 _TerrainXform; float4 _TerrainScale; float2 TransformPosition( float2 brushUV ) { return _TerrainXform.xz + brushUV * _TerrainScale.xz; } float4 frag(v2f i) : SV_Target { float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 pos = TransformPosition( i.pcUV ); float n = noise_FbmValue( pos, GetDefaultFbmFractalInput() ); return PackHeightmap( n ); // return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) ); } ENDHLSL } Pass // Voronoi Noise Fill { Name "Voronoi Noise Fill" HLSLPROGRAM #pragma vertex vert #pragma fragment frag #include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/Fbm/Voronoi.hlsl" float4 _TerrainXform; float4 _TerrainScale; float2 TransformPosition( float2 brushUV ) { return _TerrainXform.xz + brushUV * _TerrainScale.xz; } float4 frag(v2f i) : SV_Target { float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) ); float2 pos = TransformPosition( i.pcUV ); float n = noise_FbmVoronoi( pos, GetDefaultFbmFractalInput() ); return PackHeightmap( n ); // return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) ); } ENDHLSL } } Fallback Off }