Shader "Hidden/TerrainTools/SmudgeHeight" { 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_SMUDGE_X (_BrushParams[1]) #define BRUSH_SMUDGE_Y (_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 Smudge { Name "Smudge Height" CGPROGRAM #pragma vertex vert #pragma fragment SmudgeHeight float4 SmudgeHeight(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 brushStrength = oob * BRUSH_STRENGTH * 10.0f; float blendValue = UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV)); float2 smudgedUVs = heightmapUV - brushStrength * float2(BRUSH_SMUDGE_X, BRUSH_SMUDGE_Y); float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV)); float h = UnpackHeightmap(tex2D(_MainTex, smudgedUVs)); return PackHeightmap(lerp(height, h, blendValue)); } ENDCG } } Fallback Off }