using UnityEngine; using UnityEngine.Experimental.TerrainAPI; using UnityEditor.ShortcutManagement; namespace UnityEditor.Experimental.TerrainAPI { internal class SmoothHeightTool : TerrainPaintTool { #if UNITY_2019_1_OR_NEWER [Shortcut("Terrain/Select Smooth Tool", typeof(TerrainToolShortcutContext), KeyCode.F3)] static void SelectShortcut(ShortcutArguments args) { TerrainToolShortcutContext context = (TerrainToolShortcutContext)args.context; context.SelectPaintTool(); TerrainToolsAnalytics.OnShortcutKeyRelease("Select Smooth Tool"); } #endif [SerializeField] IBrushUIGroup m_commonUI; private IBrushUIGroup commonUI { get { if( m_commonUI == null ) { LoadSettings(); m_commonUI = new DefaultBrushUIGroup("SmoothTool", UpdateAnalyticParameters); m_commonUI.OnEnterToolMode(); } return m_commonUI; } } const string toolName = "Smooth Height"; [SerializeField] public float m_direction = 0.0f; // -1 to 1 [SerializeField] public int m_KernelSize = 1; //blur kernel size Material m_Material = null; Material GetMaterial() { if (m_Material == null) m_Material = new Material(Shader.Find("Hidden/TerrainTools/SmoothHeight")); return m_Material; } ComputeShader m_DiffusionCS = null; ComputeShader GetDiffusionShader() { if(m_DiffusionCS == null) { m_DiffusionCS = (ComputeShader)Resources.Load("Diffusion"); } return m_DiffusionCS; } public override string GetName() { return toolName; } public override string GetDesc() { return Styles.description.text; } public override void OnEnterToolMode() { base.OnEnterToolMode(); commonUI.OnEnterToolMode(); } public override void OnExitToolMode() { base.OnExitToolMode(); commonUI.OnExitToolMode(); } bool m_ShowControls = true; public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext) { EditorGUI.BeginChangeCheck(); commonUI.OnInspectorGUI(terrain, editContext); m_ShowControls = TerrainToolGUIHelper.DrawHeaderFoldoutForBrush(Styles.controls, m_ShowControls, Reset); if (m_ShowControls) { EditorGUILayout.BeginVertical("GroupBox"); m_direction = EditorGUILayout.Slider(Styles.direction, m_direction, -1.0f, 1.0f); m_KernelSize = EditorGUILayout.IntSlider(Styles.kernelSize, m_KernelSize, 1, terrain.terrainData.heightmapResolution / 2 - 1); EditorGUILayout.EndVertical(); } if (EditorGUI.EndChangeCheck()) { SaveSetting(); Save(true); TerrainToolsAnalytics.OnParameterChange(); } } private void Reset() { m_direction = 0.0f; // -1 to 1 m_KernelSize = 1; //blur kernel size } private void ApplyBrushInternal(Terrain terrain, PaintContext paintContext, float brushStrength, Texture brushTexture, BrushTransform brushXform) { /* ComputeShader cs = GetDiffusionShader(); int kernel = cs.FindKernel("Diffuse"); cs.SetFloat("dt", 0.1f); cs.SetFloat("diff", 0.01f); cs.SetVector("texDim", new Vector4(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0.0f, 0.0f)); cs.SetTexture(kernel, "InputTex", paintContext.sourceRenderTexture); cs.SetTexture(kernel, "OutputTex", paintContext.destinationRenderTexture); cs.Dispatch(kernel, paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 1); */ RenderTexture prev = RenderTexture.active; Material mat = GetMaterial(); var brushMask = RTUtils.GetTempHandle(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, FilterUtility.defaultFormat); Utility.SetFilterRT(commonUI, paintContext.sourceRenderTexture, brushMask, mat); Vector4 brushParams = new Vector4(Mathf.Clamp(brushStrength, 0.0f, 1.0f), 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", brushTexture); mat.SetVector("_BrushParams", brushParams); Vector4 smoothWeights = new Vector4( Mathf.Clamp01(1.0f - Mathf.Abs(m_direction)), // centered Mathf.Clamp01(-m_direction), // min Mathf.Clamp01(m_direction), // max 0); mat.SetInt("_KernelSize", (int)Mathf.Max(1, m_KernelSize)); // kernel size mat.SetVector("_SmoothWeights", smoothWeights); var texelCtx = Utility.CollectTexelValidity(terrain, brushXform.GetBrushXYBounds()); Utility.SetupMaterialForPaintingWithTexelValidityContext(paintContext, texelCtx, brushXform, mat); paintContext.sourceRenderTexture.wrapMode = TextureWrapMode.Clamp; paintContext.destinationRenderTexture.wrapMode = TextureWrapMode.Clamp; // Two pass blur (first horizontal, then vertical) var tmpRT = RTUtils.GetTempHandle(paintContext.destinationRenderTexture.descriptor); tmpRT.RT.wrapMode = TextureWrapMode.Clamp; mat.SetVector("_BlurDirection", Vector2.right); Graphics.Blit(paintContext.sourceRenderTexture, tmpRT, mat); mat.SetVector("_BlurDirection", Vector2.up); Graphics.Blit(tmpRT, paintContext.destinationRenderTexture, mat); RTUtils.Release(tmpRT); RTUtils.Release(brushMask); texelCtx.Cleanup(); RenderTexture.active = prev; RenderTexture.ReleaseTemporary(brushMask); } public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext) { commonUI.OnSceneGUI2D(terrain, editContext); // only do the rest if user mouse hits valid terrain or they are using the // brush parameter hotkeys to resize, etc if (!editContext.hitValidTerrain && !commonUI.isInUse) { return; } // update brush UI group commonUI.OnSceneGUI(terrain, editContext); // dont render preview if this isnt a repaint. losing performance if we do if (Event.current.type != EventType.Repaint) { return; } using(IBrushRenderPreviewUnderCursor brushRender = new BrushRenderPreviewUIGroupUnderCursor(commonUI, "SmoothHeight", editContext.brushTexture)) { if(brushRender.CalculateBrushTransform(out BrushTransform brushXform)) { Material material = TerrainPaintUtilityEditor.GetDefaultBrushPreviewMaterial(); PaintContext ctx = brushRender.AcquireHeightmap(false, brushXform.GetBrushXYBounds(), 1); material.SetVector("_JitterOffset", Vector3.zero); brushRender.RenderBrushPreview(ctx, TerrainPaintUtilityEditor.BrushPreview.SourceRenderTexture, brushXform, material, 0); // draw result preview { ApplyBrushInternal(terrain, ctx, commonUI.brushStrength, editContext.brushTexture, brushXform); // restore old render target RenderTexture.active = ctx.oldRenderTexture; material.SetTexture("_HeightmapOrig", ctx.sourceRenderTexture); brushRender.RenderBrushPreview(ctx, TerrainPaintUtilityEditor.BrushPreview.DestinationRenderTexture, brushXform, material, 1); } } } } public override bool OnPaint(Terrain terrain, IOnPaint editContext) { commonUI.OnPaint(terrain, editContext); if(!commonUI.allowPaint) { return true; } using(IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "SmoothHeight", editContext.brushTexture)) { if(brushRender.CalculateBrushTransform(out BrushTransform brushXform)) { PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds()); ApplyBrushInternal(terrain, paintContext, commonUI.brushStrength, editContext.brushTexture, brushXform); } } return true; } private static class Styles { public static readonly GUIContent controls = EditorGUIUtility.TrTextContent("Smooth Controls"); public static readonly GUIContent description = EditorGUIUtility.TrTextContent("Click to smooth the terrain height."); public static readonly GUIContent direction = EditorGUIUtility.TrTextContent("Verticality", "Blur only up (1.0), only down (-1.0) or both (0.0)"); public static readonly GUIContent kernelSize = EditorGUIUtility.TrTextContent("Blur Radius", "Specifies the size of the blurring operation in texture space. This is used to determine the number of texels to include in the blur sample average"); } private void SaveSetting() { EditorPrefs.SetFloat("Unity.TerrainTools.SmoothHeight.Verticality", m_direction); } private void LoadSettings() { m_direction = EditorPrefs.GetFloat("Unity.TerrainTools.SmoothHeight.Verticality", 0.0f); } #region Analytics private TerrainToolsAnalytics.IBrushParameter[] UpdateAnalyticParameters() => new TerrainToolsAnalytics.IBrushParameter[]{ new TerrainToolsAnalytics.BrushParameter{Name = Styles.direction.text, Value = m_direction}, new TerrainToolsAnalytics.BrushParameter{Name = Styles.kernelSize.text, Value = m_KernelSize}, }; #endregion } }