4ff395c862
Finished the NPC Creator tool
79 lines
2.2 KiB
Plaintext
79 lines
2.2 KiB
Plaintext
Shader "Hidden/TerrainTools/SmudgeHeight" {
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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_SMUDGE_X (_BrushParams[1])
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#define BRUSH_SMUDGE_Y (_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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};
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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 // 11 Smudge
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{
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Name "Smudge Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SmudgeHeight
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float4 SmudgeHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = 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 = oob * BRUSH_STRENGTH * 10.0f;
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float blendValue = UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float2 smudgedUVs = heightmapUV - brushStrength * float2(BRUSH_SMUDGE_X, BRUSH_SMUDGE_Y);
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float h = UnpackHeightmap(tex2D(_MainTex, smudgedUVs));
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return PackHeightmap(lerp(height, h, blendValue));
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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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