86 lines
3.0 KiB
Plaintext
86 lines
3.0 KiB
Plaintext
|
Shader "Hidden/TerrainEngine/PaintMaterialBrushPreview"
|
||
|
{
|
||
|
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 "PaintMaterialTerrainPreview"
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
|
||
|
struct v2f {
|
||
|
float4 clipPosition : SV_POSITION;
|
||
|
float3 positionWorld : TEXCOORD0;
|
||
|
float3 positionObject : 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.positionObject = positionObject;
|
||
|
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 = 0.0f; // pixels
|
||
|
float stripeLocation = 0.2f; // at 20% alpha
|
||
|
float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth);
|
||
|
|
||
|
float4 color = float4(1.0f, 0.6f, 0.05f, 1.0f) * saturate(2.0f * brushStripe + 1.0f * brushSample);
|
||
|
color.a = 1.0f * saturate(brushSample * 5.0f);
|
||
|
return color * oob * 1.5f;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
Fallback Off
|
||
|
}
|