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 }