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

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/BrushPreview"
{
SubShader
{
ZTest Always Cull Back ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "TerrainPreview.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _BrushTex;
ENDCG
Pass // 0
{
Name "TerrainPreviewProcedural"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f {
float4 clipPosition : SV_POSITION;
float3 positionWorld : TEXCOORD0;
float3 positionWorldOrig : TEXCOORD1;
float2 pcPixels : TEXCOORD2;
float2 brushUV : TEXCOORD3;
};
v2f vert(uint vid : SV_VertexID)
{
// build a quad mesh, with one vertex per paint context pixel (pcPixel)
float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
// compute heightmap UV and sample heightmap
float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
// compute brush UV
float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
// compute object position (in terrain space) and world position
float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
v2f o;
o.pcPixels = pcPixels;
o.positionWorld = positionWorld;
o.positionWorldOrig = positionWorld;
o.clipPosition = UnityWorldToClipPos(positionWorld);
o.brushUV = brushUV;
return o;
}
float4 frag(v2f i) : SV_Target
{
float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
float iib = IsPcUvPartOfValidTerrainTileTexel(i.pcPixels / _PcPixelRect.zw);
clip(iib - .01);
// out of bounds multiplier
float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
// brush outline stripe
float stripeWidth = 2.0f; // pixels
float stripeLocation = 0.2f; // at 20% alpha
float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth);
float4 color = float4(0.5f, 0.5f, 1.0f, 1.0f) * saturate(brushStripe + 0.5f * brushSample);
color.a = 0.6f * saturate(brushSample * 5.0f);
return color * oob;
}
ENDCG
}
Pass // 1
{
Name "TerrainPreviewProceduralDeltaNormals"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _HeightmapOrig;
struct v2f {
float4 clipPosition : SV_POSITION;
float3 positionWorld : TEXCOORD0;
float3 positionWorldOrig : TEXCOORD1;
float2 pcPixels : TEXCOORD2;
float2 brushUV : TEXCOORD3;
};
v2f vert(uint vid : SV_VertexID)
{
// build a quad mesh, with one vertex per paint context pixel (pcPixel)
float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
// compute heightmap UV and sample heightmap
float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, float4(heightmapUV, 0, 0)));
// compute brush UV
float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
// compute object position (in terrain space) and world position
float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig);
float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig);
v2f o;
o.pcPixels = pcPixels;
o.positionWorld = positionWorld;
o.positionWorldOrig = positionWorldOrig;
o.clipPosition = UnityWorldToClipPos(positionWorld);
o.brushUV = brushUV;
return o;
}
float4 frag(v2f i) : SV_Target
{
float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
// out of bounds multiplier
float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
float deltaHeight = abs(i.positionWorld.y - i.positionWorldOrig.y);
// normal based coloring
float3 dx = ddx(i.positionWorld);
float3 dy = ddy(i.positionWorld);
float3 normal = normalize(cross(dy, dx));
float3 lightDir = UnityWorldSpaceLightDir(i.positionWorld.xyz);
float4 color;
color.rgb = saturate(normal.xzy * float3(-0.5f, -0.5f, 0.5f) + 0.5f);
color.rgb = lerp(color.rgb, float3(1.0f, 1.0f, 1.0f), 0.3f);
color.rgb = color.rgb * (0.1f + 0.9f * dot(lightDir, normal));
color.a = 0.9f * saturate(0.2f * deltaHeight);
return color;
}
ENDCG
}
Pass // 2
{
Name "TerrainPreviewProceduralDeltaStripes"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
sampler2D _HeightmapOrig;
struct v2f {
float4 clipPosition : SV_POSITION;
float3 positionWorld : TEXCOORD0;
float3 positionWorldOrig : TEXCOORD1;
float2 pcPixels : TEXCOORD2;
float2 brushUV : TEXCOORD3;
};
v2f vert(uint vid : SV_VertexID)
{
// build a quad mesh, with one vertex per paint context pixel (pcPixel)
float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
// compute heightmap UV and sample heightmap
float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, float4(heightmapUV, 0, 0)));
// compute brush UV
float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
// compute object position (in terrain space) and world position
float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig);
float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig);
v2f o;
o.pcPixels = pcPixels;
o.positionWorld = positionWorld;
o.positionWorldOrig = positionWorldOrig;
o.clipPosition = UnityWorldToClipPos(positionWorld);
o.brushUV = brushUV;
return o;
}
float MultiStripes(in float x, in float freq1, in float freq2)
{
float2 derivatives = float2(ddx(x), ddy(x));
float derivLen = length(derivatives);
float tweak = 0.5;
float sharpen = tweak / max(derivLen, 0.00001f);
float triwave1 = abs(frac(x * freq1) - 0.5f) - 0.25f;
float triwave2 = abs(frac(x * freq2) - 0.5f) - 0.25f;
float width = 0.95f;
float result1 = saturate((triwave1 - width * 0.25f) * sharpen / freq1 + 0.75f);
float result2 = saturate((triwave2 - width * 0.25f) * sharpen / freq2 + 0.75f);
return max(result1, result2);
}
float4 frag(v2f i) : SV_Target
{
float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
// out of bounds multiplier
float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
// brush outline stripe
float stripeWidth = 1.0f; // pixels
float stripeLocation = 0.2f; // at 20% alpha
float heightStripes = MultiStripes(i.positionWorld.y + 0.25f, 0.0625f, 1.0f);
float xStripes = MultiStripes(i.positionWorld.x, 0.03125f, 0.5f);
float zStripes = MultiStripes(i.positionWorld.z, 0.03125f, 0.5f);
float deltaHeight = saturate(abs(i.positionWorld.y - i.positionWorldOrig.y));
float4 color = lerp(float4(0.5f, 0.5f, 1.0f, 1.0f), float4(0.5f, 1.0f, 0.5f, 1.0f), deltaHeight);
return color * lerp(deltaHeight * 0.5f, (brushSample > 0.0f ? 1.0f : 0.0f), 0.5f * saturate(heightStripes + xStripes + zStripes));
}
ENDCG
}
}
Fallback Off
}