93 lines
2.7 KiB
Plaintext
93 lines
2.7 KiB
Plaintext
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Shader "Hidden/TerrainTools/SmoothHeight" {
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float2 _BlurDirection;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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int _KernelSize;
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float4 _SmoothWeights; // centered, min, max, unused
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass
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{
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Name "Smooth"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4 frag(v2f i) : SV_Target
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{
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float2 pcUV = i.pcUV;
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float2 brushUV = PaintContextUVToBrushUV(pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, pcUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, pcUV));
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float divisor = 1.0f;
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float h = UnpackHeightmap(tex2D(_MainTex, pcUV));
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float iib = IsPcUvPartOfValidTerrainTileTexel(pcUV);
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int kernelSize = _KernelSize; // todo: subpixel?
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// separate axis guassian blur
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for(int x = 0; x < kernelSize; ++x)
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{
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float2 offset = _MainTex_TexelSize.xy * abs(sign(_BlurDirection)) * (x + 1);
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float weight = (float)(kernelSize - x) / (float)(kernelSize + 1);
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float2 iibKernel = float2(IsPcUvPartOfValidTerrainTileTexel(pcUV + offset), IsPcUvPartOfValidTerrainTileTexel(pcUV - offset));
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h += UnpackHeightmap(tex2D(_MainTex, pcUV + offset)) * weight * iibKernel.x;
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h += UnpackHeightmap(tex2D(_MainTex, pcUV - offset)) * weight * iibKernel.y;
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divisor += weight * (iibKernel.x + iibKernel.y);
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}
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h /= divisor;
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h = dot(float3(h, min(h, height), max(h, height)), _SmoothWeights.xyz);
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return PackHeightmap(lerp(height, h, brushStrength * iib));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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