ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/SmoothHeight.shader

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/SmoothHeight" {
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 _FilterTex;
float2 _BlurDirection;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
int _KernelSize;
float4 _SmoothWeights; // centered, min, max, unused
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 "Smooth"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag(v2f i) : SV_Target
{
float2 pcUV = i.pcUV;
float2 brushUV = PaintContextUVToBrushUV(pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float height = UnpackHeightmap(tex2D(_MainTex, pcUV));
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, pcUV));
float divisor = 1.0f;
float h = UnpackHeightmap(tex2D(_MainTex, pcUV));
float iib = IsPcUvPartOfValidTerrainTileTexel(pcUV);
int kernelSize = _KernelSize; // todo: subpixel?
// separate axis guassian blur
for(int x = 0; x < kernelSize; ++x)
{
float2 offset = _MainTex_TexelSize.xy * abs(sign(_BlurDirection)) * (x + 1);
float weight = (float)(kernelSize - x) / (float)(kernelSize + 1);
float2 iibKernel = float2(IsPcUvPartOfValidTerrainTileTexel(pcUV + offset), IsPcUvPartOfValidTerrainTileTexel(pcUV - offset));
h += UnpackHeightmap(tex2D(_MainTex, pcUV + offset)) * weight * iibKernel.x;
h += UnpackHeightmap(tex2D(_MainTex, pcUV - offset)) * weight * iibKernel.y;
divisor += weight * (iibKernel.x + iibKernel.y);
}
h /= divisor;
h = dot(float3(h, min(h, height), max(h, height)), _SmoothWeights.xyz);
return PackHeightmap(lerp(height, h, brushStrength * iib));
}
ENDCG
}
}
Fallback Off
}