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

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/NoiseHeightTool"
{
Properties { _MainTex ("Texture", any) = "" {} }
SubShader
{
ZTest Always Cull OFF ZWrite Off
HLSLINCLUDE
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
float2 _WorldHeightRemap;
sampler2D _NoiseTex;
float4 _NoiseTex_TexelSize;
sampler2D _BrushTex;
float4 _BrushParams; // x = strength, y = , z = , w = brushSize
sampler2D _FilterTex;
// _BrushParams macros
#define BRUSH_STRENGTH ( _BrushParams[0] )
#define BRUSH_SIZE ( _BrushParams[2] )
#define INV_BRUSH_SIZE ( _BrushParams[3] )
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;
}
ENDHLSL
Pass
{
Name "Apply Noise to Heightmap"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
float4 frag( v2f i ) : SV_Target
{
// get current height value
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
// out of bounds multiplier
float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
// get brush mask value
float b = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) ) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
// need to adjust uvs due to "scaling" from brush rotation
float2 pcUVRescale = float2( length( _PCUVToBrushUVScales.xy ), length( _PCUVToBrushUVScales.zw ) );
// get noise mask value
float2 noiseUV = ( i.pcUV - ( .5 ).xx ) * pcUVRescale + ( .5 ).xx + ( .5 ).xx * _NoiseTex_TexelSize.xy;
float n = UnpackHeightmap( tex2D( _NoiseTex, noiseUV ) );
// TODO(wyatt): remap noise values to match _WorldHeightRemap
return PackHeightmap( clamp( h + BRUSH_STRENGTH * b * n, 0, 0.5 ) );
}
ENDHLSL
}
}
}