4ff395c862
Finished the NPC Creator tool
115 lines
3.0 KiB
Plaintext
115 lines
3.0 KiB
Plaintext
Shader "Hidden/TerrainTools/PaintAspect" {
|
|
|
|
Properties{ _MainTex("Texture", any) = "" {} }
|
|
|
|
SubShader{
|
|
|
|
ZTest Always Cull Off ZWrite Off
|
|
|
|
CGINCLUDE
|
|
#include "UnityCG.cginc"
|
|
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
|
|
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
|
|
|
|
sampler2D _BrushTex;
|
|
sampler2D _Heightmap;
|
|
sampler2D _AspectRemapTex;
|
|
|
|
float4 _BrushParams;
|
|
#define BRUSH_STRENGTH (_BrushParams[0])
|
|
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
|
|
|
|
struct appdata_t {
|
|
float4 vertex : POSITION;
|
|
float2 pcUV : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
float2 pcUV : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert(appdata_t v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.pcUV = v.pcUV;
|
|
return o;
|
|
}
|
|
ENDCG
|
|
|
|
Pass
|
|
{
|
|
Name "Paint Aspect"
|
|
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment PaintSplatAlphamap
|
|
|
|
#define HEIGHT_SAMPLE(__UV__) UnpackHeightmap(tex2D(_Heightmap, __UV__))
|
|
float2 computeNormal(float2 uv, float epsilon)
|
|
{
|
|
float left = uv.x - epsilon;
|
|
float right = uv.x + epsilon;
|
|
float up = uv.y - epsilon;
|
|
float down = uv.y + epsilon;
|
|
|
|
float dzdx = ((HEIGHT_SAMPLE(float2(right, down)) + 2.0f * HEIGHT_SAMPLE(float2(right, uv.y)) + HEIGHT_SAMPLE(float2(right, up))) -
|
|
(HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(left, uv.y)) + HEIGHT_SAMPLE(float2(left, up)))) / 8.0f;
|
|
|
|
float dzdy = ((HEIGHT_SAMPLE(float2(left, up)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, up)) + HEIGHT_SAMPLE(float2(right, up))) -
|
|
(HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, down)) + HEIGHT_SAMPLE(float2(right, down)))) / 8.0f;
|
|
|
|
return normalize(float2(dzdx, dzdy));
|
|
}
|
|
|
|
float4 _AspectValues;
|
|
float GetAspectScale(float2 uv, float h)
|
|
{
|
|
float epsilon = _AspectValues[2] * _MainTex_TexelSize;
|
|
float2 n = computeNormal(uv, epsilon);
|
|
float aspect = saturate(dot(n, _AspectValues.xy));
|
|
|
|
return tex2D(_AspectRemapTex, float2(aspect, 0.0f)).r;
|
|
}
|
|
|
|
float ApplyBrush(float height, float brushStrength)
|
|
{
|
|
float targetHeight = 1.0f;
|
|
if (targetHeight > height)
|
|
{
|
|
height += brushStrength;
|
|
height = height < targetHeight ? height : targetHeight;
|
|
}
|
|
else
|
|
{
|
|
height -= brushStrength;
|
|
height = height > targetHeight ? height : targetHeight;
|
|
}
|
|
return height;
|
|
}
|
|
|
|
float4 PaintSplatAlphamap(v2f i) : SV_Target
|
|
{
|
|
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
|
|
float2 normalUV = PaintContextUVToBrushUV(i.pcUV);
|
|
|
|
// out of bounds multiplier
|
|
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
|
|
|
|
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV.xy));
|
|
float alphaMap = tex2D(_MainTex, i.pcUV).r;
|
|
float h = UnpackHeightmap(tex2D(_Heightmap, i.pcUV));
|
|
|
|
float targetAlpha = GetAspectScale(i.pcUV, h);
|
|
|
|
return lerp(alphaMap, targetAlpha, brushStrength);
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
}
|
|
Fallback Off
|
|
} |