Shader "Hidden/TerrainTools/SedimentSplat" { 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 _MaskTex; float4 _BrushParams; #define BRUSH_STRENGTH (_BrushParams[0]) #define BRUSH_SPLATSTRENGTH (_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 "Sediment Splat" CGPROGRAM #pragma vertex vert #pragma fragment SedimentSplat float4 SedimentSplat(v2f i) : SV_Target { float2 brushUV = 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)); float alphaMap = tex2D(_MainTex, i.pcUV).r; float mask = /*1.0f - */ pow(tex2D(_MaskTex, i.pcUV).r, 1.0f); //TODO - make this user specified return saturate(alphaMap + BRUSH_SPLATSTRENGTH * mask * brushStrength); } ENDCG } Pass { Name "Sediment Speed Splat" CGPROGRAM #pragma vertex vert #pragma fragment SedimentSpeedSplat float4 SedimentSpeedSplat(v2f i) : SV_Target { float2 brushUV = 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)); float alphaMap = tex2D(_MainTex, i.pcUV).r; float2 vel = tex2D(_MaskTex, i.pcUV).rg; float speed = sqrt(vel.x * vel.x + vel.y * vel.y); return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength); } ENDCG } Pass { Name "Sediment Flux Splat" CGPROGRAM #pragma vertex vert #pragma fragment SedimentFluxSplat float4 SedimentFluxSplat(v2f i) : SV_Target { float2 brushUV = 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)); float alphaMap = tex2D(_MainTex, i.pcUV).r; float4 flux = tex2D(_MaskTex, i.pcUV); float total = 1.0f - 0.01f * (flux.x + flux.y + flux.z + flux.w); return saturate(alphaMap + BRUSH_SPLATSTRENGTH * total * brushStrength); //float2 vel = 0.001f * pow(tex2D(_MaskTex, i.pcUV).rgba, 4.0f); //float speed = sqrt(vel.x * vel.x + vel.y * vel.y); //return saturate(alphaMap + BRUSH_SPLATSTRENGTH * speed * brushStrength); } ENDCG } } Fallback Off }