Shader "Hidden/TerrainTools/PaintAspect" { 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 _AspectRemapTex; 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 Aspect" CGPROGRAM #pragma vertex vert #pragma fragment PaintSplatAlphamap #define HEIGHT_SAMPLE(__UV__) UnpackHeightmap(tex2D(_Heightmap, __UV__)) float2 computeNormal(float2 uv, float epsilon) { float left = uv.x - epsilon; float right = uv.x + epsilon; float up = uv.y - epsilon; float down = uv.y + epsilon; float dzdx = ((HEIGHT_SAMPLE(float2(right, down)) + 2.0f * HEIGHT_SAMPLE(float2(right, uv.y)) + HEIGHT_SAMPLE(float2(right, up))) - (HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(left, uv.y)) + HEIGHT_SAMPLE(float2(left, up)))) / 8.0f; float dzdy = ((HEIGHT_SAMPLE(float2(left, up)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, up)) + HEIGHT_SAMPLE(float2(right, up))) - (HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, down)) + HEIGHT_SAMPLE(float2(right, down)))) / 8.0f; return normalize(float2(dzdx, dzdy)); } float4 _AspectValues; float GetAspectScale(float2 uv, float h) { float epsilon = _AspectValues[2] * _MainTex_TexelSize; float2 n = computeNormal(uv, epsilon); float aspect = saturate(dot(n, _AspectValues.xy)); return tex2D(_AspectRemapTex, float2(aspect, 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)); float alphaMap = tex2D(_MainTex, i.pcUV).r; float h = UnpackHeightmap(tex2D(_Heightmap, i.pcUV)); float targetAlpha = GetAspectScale(i.pcUV, h); return lerp(alphaMap, targetAlpha, brushStrength); } ENDCG } } Fallback Off }