4ff395c862
Finished the NPC Creator tool
86 lines
1.9 KiB
Plaintext
86 lines
1.9 KiB
Plaintext
Shader "PaintTextureAdvance"{
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Properties{ _MainTex("Texture", any) = "" {} }
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SubShader{
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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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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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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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};
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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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ENDCG
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Pass // 0 paint splat alphamap
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{
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Name "Paint splat texture"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment PaintSplatAlphamap
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float ApplyBrush(float height, float brushStrength)
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{
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float targetHeight = 1.0f;
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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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float4 PaintSplatAlphamap(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 normalUV = PaintContextUVToBrushUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)) * UnpackHeightmap(tex2D(_BrushTex, brushUV.xy));
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float splatMap = tex2D(_MainTex, i.pcUV).r;
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float targetAlpha = BRUSH_TARGETHEIGHT;
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return lerp(splatMap, targetAlpha, brushStrength);
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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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} |