Shader "Hidden/TerrainTools/PinchHeight" { 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_PINCHAMOUNT (_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 // 11 Pinch { Name "Pinch Height" CGPROGRAM #pragma vertex vert #pragma fragment PinchHeight float3 RotateUVs(float2 sourceUV, float rotAngle) { float4 rotAxes; rotAxes.x = cos(rotAngle); rotAxes.y = sin(rotAngle); rotAxes.w = rotAxes.x; rotAxes.z = -rotAxes.y; float2 tempUV = sourceUV - float2(0.5, 0.5); float3 retVal; // We fix some flaws by setting zero-value to out of range UVs, so what we do here // is test if we're out of range and store the mask in the third component. retVal.xy = float2(dot(rotAxes.xy, tempUV), dot(rotAxes.zw, tempUV)) + float2(0.5, 0.5); tempUV = clamp(retVal.xy, float2(0.0, 0.0), float2(1.0, 1.0)); retVal.z = ((tempUV.x == retVal.x) && (tempUV.y == retVal.y)) ? 1.0 : 0.0; return retVal; } float4 PinchHeight(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 PinchAmt = BRUSH_PINCHAMOUNT;// *centerDistance; //todo: allow user to specify float2 pinchVector = PinchAmt * (RotateUVs(brushUV, BRUSH_ROTATION) - float2(0.5, 0.5)); float2 PinchedUVs = heightmapUV + pinchVector; float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV)); float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); float h = UnpackHeightmap(tex2D(_MainTex, PinchedUVs)); return PackHeightmap(lerp(height, h, brushStrength)); } ENDCG } } Fallback Off }