b486678290
Library -Artifacts
81 lines
3.4 KiB
C#
81 lines
3.4 KiB
C#
using UnityEngine;
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using UnityEngine.TerrainTools;
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namespace UnityEditor.TerrainTools
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{
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internal class DefaultBrushSmoother : IBrushSmoothController
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{
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public int kernelSize { get; set; }
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Material m_Material = null;
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Material GetMaterial() {
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if (m_Material == null)
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m_Material = new Material(Shader.Find("Hidden/TerrainTools/SmoothHeight"));
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return m_Material;
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}
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public DefaultBrushSmoother(string name)
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{
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// intentionally blank -- reserved for future customization
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}
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public bool active { get { return Event.current.shift; } }
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public void OnEnterToolMode() {}
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public void OnExitToolMode() {}
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public void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
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{
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// intentionally blank -- reserved for future customization
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}
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public void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
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{
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// for future customization, to select different blur tools, etc...
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}
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public bool OnPaint(Terrain terrain, IOnPaint editContext, float brushSize, float brushRotation, float brushStrength, Vector2 uv)
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{
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if (Event.current != null && Event.current.shift) {
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BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, brushSize, brushRotation);
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PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
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Material mat = GetMaterial();//TerrainPaintUtility.GetBuiltinPaintMaterial();
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float m_direction = 0.0f; //TODO: UI for this
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Vector4 brushParams = new Vector4(brushStrength, 0.0f, 0.0f, 0.0f);
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mat.SetTexture("_BrushTex", editContext.brushTexture);
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mat.SetVector("_BrushParams", brushParams);
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Vector4 smoothWeights = new Vector4(
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Mathf.Clamp01(1.0f - Mathf.Abs(m_direction)), // centered
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Mathf.Clamp01(-m_direction), // min
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Mathf.Clamp01(m_direction), // max
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0);
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mat.SetInt("_KernelSize", (int)Mathf.Max(1, kernelSize)); // kernel size
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mat.SetVector("_SmoothWeights", smoothWeights);
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var texelCtx = Utility.CollectTexelValidity(paintContext.originTerrain, brushXform.GetBrushXYBounds(), 1);
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Utility.SetupMaterialForPaintingWithTexelValidityContext(paintContext, texelCtx, brushXform, mat);
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paintContext.sourceRenderTexture.wrapMode = TextureWrapMode.Clamp;
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var temp = RTUtils.GetTempHandle( paintContext.destinationRenderTexture.descriptor );
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temp.RT.wrapMode = TextureWrapMode.Clamp;
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mat.SetVector("_BlurDirection", Vector2.right);
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Graphics.Blit(paintContext.sourceRenderTexture, temp, mat);
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mat.SetVector("_BlurDirection", Vector2.up);
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Graphics.Blit(temp, paintContext.destinationRenderTexture, mat);
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TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smooth Height");
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texelCtx.Cleanup();
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RTUtils.Release(temp);
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return true;
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}
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return false;
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}
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}
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}
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