Shader "Hidden/TerrainTools/NoiseHeightTool" { 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 float2 _WorldHeightRemap; sampler2D _NoiseTex; float4 _NoiseTex_TexelSize; sampler2D _BrushTex; float4 _BrushParams; // x = strength, y = , z = , w = brushSize sampler2D _FilterTex; // _BrushParams macros #define BRUSH_STRENGTH ( _BrushParams[0] ) #define BRUSH_SIZE ( _BrushParams[2] ) #define INV_BRUSH_SIZE ( _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 { Name "Apply Noise to Heightmap" HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4 frag( 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)); // need to adjust uvs due to "scaling" from brush rotation float2 pcUVRescale = float2( length( _PCUVToBrushUVScales.xy ), length( _PCUVToBrushUVScales.zw ) ); // get noise mask value float2 noiseUV = ( i.pcUV - ( .5 ).xx ) * pcUVRescale + ( .5 ).xx + ( .5 ).xx * _NoiseTex_TexelSize.xy; float n = UnpackHeightmap( tex2D( _NoiseTex, noiseUV ) ); // TODO(wyatt): remap noise values to match _WorldHeightRemap return PackHeightmap( clamp( h + BRUSH_STRENGTH * b * n, 0, 0.5 ) ); } ENDHLSL } } }