Shader "PaintTextureAdvance"{ 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]) 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 // 0 paint splat alphamap { Name "Paint splat texture" CGPROGRAM #pragma vertex vert #pragma fragment PaintSplatAlphamap float ApplyBrush(float height, float brushStrength) { float targetHeight = 1.0f; if (targetHeight > height) { height += brushStrength; height = height < targetHeight ? height : targetHeight; } else { height -= brushStrength; height = height > targetHeight ? height : targetHeight; } return height; } float4 PaintSplatAlphamap(v2f i) : SV_Target { float2 brushUV = PaintContextUVToBrushUV(i.pcUV); float2 normalUV = PaintContextUVToBrushUV(i.pcUV); // out of bounds multiplier float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f; float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)) * UnpackHeightmap(tex2D(_BrushTex, brushUV.xy)); float splatMap = tex2D(_MainTex, i.pcUV).r; float targetAlpha = BRUSH_TARGETHEIGHT; return lerp(splatMap, targetAlpha, brushStrength); } ENDCG } } Fallback Off }