b486678290
Library -Artifacts
90 lines
3.2 KiB
Plaintext
90 lines
3.2 KiB
Plaintext
Shader "Hidden/TerrainTools/ContrastTool" {
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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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#define BRUSH_FEATURESIZE (_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 Sharpen
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{
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Name "Sharpen Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SharpenHeight
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float4 SharpenHeight(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 height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float avg = 0.0F;
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float xoffset = _MainTex_TexelSize.x * BRUSH_FEATURESIZE;
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float yoffset = _MainTex_TexelSize.y * BRUSH_FEATURESIZE;
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, 0 )));
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, 0 )));
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, yoffset))) * 0.75F;
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, yoffset))) * 0.75F;
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, -yoffset))) * 0.75F;
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, -yoffset))) * 0.75F;
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, yoffset)));
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avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, -yoffset)));
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avg /= 8.0F;
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float contrast = 1.5F;
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float h = ((height - avg)) * contrast + avg;
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return PackHeightmap(lerp(height, h, 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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}
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