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

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2021-07-05 21:20:56 +02:00
Shader "Hidden/TerrainTools/SlopeFlatten" {
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;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
#define BRUSH_FEATURESIZE (_BrushParams[2])
#define BRUSH_ROTATION (_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;
}
ENDCG
Pass
{
Name "Slope Flatten Height"
CGPROGRAM
#pragma vertex vert
#pragma fragment SlopeFlattenHeight
float4 SlopeFlattenHeight(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
float2 heightmapUV = i.pcUV;
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
float avg = 0.0F;
float xoffset = _MainTex_TexelSize.x * BRUSH_FEATURESIZE;
float yoffset = _MainTex_TexelSize.y * BRUSH_FEATURESIZE;
float xyoffset = xoffset * yoffset / sqrt(0.5 * xoffset * xoffset + 0.5 * yoffset * yoffset);
/*
float2 uvLeft = heightmapUV + float2(-xoffset, 0.0f);
float2 uvRight = heightmapUV + float2(xoffset, 0.0f);
float2 uvTop = heightmapUV + float2(0.0f, -yoffset);
float2 uvBottom = heightmapUV + float2(0.0f, yoffset);
*/
float x0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset, 0.0f))));
float x1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset, 0.0f))));
float y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-yoffset, 0.0f))));
float y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( yoffset, 0.0f))));
float x0y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset * 0.707f, -yoffset * 0.707f))));
float x1y0 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset * 0.707f, -yoffset * 0.707f))));
float x1y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2( xoffset * 0.707f, yoffset * 0.707f))));
float x0y1 = UnpackHeightmap(tex2D(_MainTex, saturate(heightmapUV + float2(-xoffset * 0.707f, yoffset * 0.707f))));
float mx = (x1 - x0) / (xoffset * 2.0f);
float my = (y1 - y0) / (yoffset * 2.0f);
float mxy = (x1y1 - x0y0) / (xyoffset * 2.0f);
float myx = (x1y0 - x0y1) / (xyoffset * 2.0f);
float target_height = 0.25F * ((x0 + xoffset * mx) + (y0 + yoffset * my) + (x0y0 + xyoffset * mxy) + (x0y1 + xyoffset * myx));
return PackHeightmap(lerp(height, target_height, brushStrength));
}
ENDCG
}
}
Fallback Off
}