b486678290
Library -Artifacts
87 lines
3.0 KiB
Plaintext
87 lines
3.0 KiB
Plaintext
Shader "Hidden/TerrainEngine/PaintMaterialBrushPreview"
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{
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SubShader
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{
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ZTest Always Cull Back ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGINCLUDE
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// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
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#pragma exclude_renderers gles
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#include "UnityCG.cginc"
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#include "TerrainPreview.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float _BrushStrength;
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ENDCG
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Pass // 0
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{
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Name "PaintMaterialTerrainPreview"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct v2f {
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float4 clipPosition : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 pcPixels : TEXCOORD1;
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float2 brushUV : TEXCOORD2;
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};
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v2f vert(uint vid : SV_VertexID)
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{
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// build a quad mesh, with one vertex per paint context pixel (pcPixel)
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float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
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// compute heightmap UV and sample heightmap
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float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
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float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
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// compute brush UV
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float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
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// compute object position (in terrain space) and world position
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float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
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float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
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v2f o;
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o.uv = heightmapUV;
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o.pcPixels = pcPixels;
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o.clipPosition = UnityWorldToClipPos(positionWorld);
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o.brushUV = brushUV;
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float brushSample = _BrushStrength * UnpackHeightmap(tex2D(_BrushTex, i.brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.uv));
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float iib = IsPcUvPartOfValidTerrainTileTexel(i.pcPixels / _PcPixelRect.zw);
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clip(iib - .01);
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// out of bounds multiplier
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float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
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// brush outline stripe
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float stripeWidth = 1.5f; // pixels
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float stripeLocation = 0.0025f;
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float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth);
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float4 color = float4(1.0f, 0.6f, 0.05f, 1.0f);
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color.a = lerp(.75f * saturate(brushSample * 10), 1, saturate(brushStripe));
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return color * oob;
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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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