4ff395c862
Finished the NPC Creator tool
92 lines
2.6 KiB
Plaintext
92 lines
2.6 KiB
Plaintext
Shader "Hidden/TerrainTools/NoiseHeightTool"
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{
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader
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{
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ZTest Always Cull OFF ZWrite Off
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HLSLINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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float2 _WorldHeightRemap;
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sampler2D _NoiseTex;
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float4 _NoiseTex_TexelSize;
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sampler2D _BrushTex;
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float4 _BrushParams; // x = strength, y = , z = , w = brushSize
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sampler2D _FilterTex;
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// _BrushParams macros
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#define BRUSH_STRENGTH ( _BrushParams[0] )
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#define BRUSH_SIZE ( _BrushParams[2] )
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#define INV_BRUSH_SIZE ( _BrushParams[3] )
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struct appdata_t
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{
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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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{
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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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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return o;
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}
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ENDHLSL
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Pass
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{
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Name "Apply Noise to Heightmap"
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag( 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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// need to adjust uvs due to "scaling" from brush rotation
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float2 pcUVRescale = float2( length( _PCUVToBrushUVScales.xy ), length( _PCUVToBrushUVScales.zw ) );
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// get noise mask value
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float2 noiseUV = ( i.pcUV - ( .5 ).xx ) * pcUVRescale + ( .5 ).xx + ( .5 ).xx * _NoiseTex_TexelSize.xy;
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float n = UnpackHeightmap( tex2D( _NoiseTex, noiseUV ) );
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// TODO(wyatt): remap noise values to match _WorldHeightRemap
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return PackHeightmap( clamp( h + BRUSH_STRENGTH * b * n, 0, 0.5 ) );
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}
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ENDHLSL
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}
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}
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} |