4ff395c862
Finished the NPC Creator tool
134 lines
4.2 KiB
Plaintext
134 lines
4.2 KiB
Plaintext
Shader "Hidden/TerrainTools/CloneBrush"
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{
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Properties
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{
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_MainTex ("Texture", any) = "" {}
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}
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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float4 _SampleUVScaleOffset;
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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#define BRUSH_STAMPHEIGHT (_BrushParams[2])
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#define BRUSH_ROTATION (_BrushParams[3])
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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float2 sampleUV: TEXCOORD1;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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o.sampleUV = v.pcUV.xy * _SampleUVScaleOffset.xy +_SampleUVScaleOffset.zw;
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return o;
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}
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float SmoothApply(float height, float brushStrength, float targetHeight)
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{
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if (targetHeight > height)
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{
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height += brushStrength;
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height = height < targetHeight ? height : targetHeight;
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}
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else
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{
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height -= brushStrength;
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height = height > targetHeight ? height : targetHeight;
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}
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return height;
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}
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ENDCG
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Pass // 0 clone stamp tool (alphaMap)
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{
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Name "Clone Stamp Tool Alphamap"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment CloneAlphamap
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sampler2D _CloneTex;
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float4 CloneAlphamap(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
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// out of bounds multiplier
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float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
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// get brush mask value
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float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float currentAlpha = tex2D(_MainTex, i.pcUV).r;
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float sampleAlpha = tex2D(_CloneTex, i.sampleUV).r;
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return saturate(lerp(currentAlpha, sampleAlpha, saturate(BRUSH_STRENGTH * b)));
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}
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ENDCG
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}
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Pass // 1 clone stamp tool (heightmap)
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{
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Name "Clone Stamp Tool Heightmap"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment CloneHeightmap
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sampler2D _CloneTex;
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float4 _CloneTex_TexelSize;
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#define HeightOffset ( _BrushParams[ 1 ] )
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#define TerrainMaxHeight ( _BrushParams[ 2 ] )
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float4 CloneHeightmap( v2f i ) : SV_Target
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{
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// get current height value
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float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
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float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
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// out of bounds multiplier
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float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
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// get brush mask value
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float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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// get the height value to clone
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float sampleHeight = UnpackHeightmap( tex2D( _CloneTex, i.sampleUV ) ) + ( HeightOffset / TerrainMaxHeight );
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// blend the current height and the height to clone based on brush strength and mask
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return PackHeightmap( clamp( lerp( h, sampleHeight, saturate(BRUSH_STRENGTH * b)), 0.0f, 0.5f ) );
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}
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ENDCG
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}
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}
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Fallback Off
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}
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