ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/MeshStamp.shader

121 lines
4.1 KiB
GLSL

Shader "Hidden/TerrainTools/MeshStamp"
{
Properties
{
_MainTex ( "Texture", any ) = "" {}
}
SubShader
{
ZTest ALWAYS Cull OFF ZWrite OFF
Pass // composite
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
struct appdata_t
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _FilterTex;
sampler2D _MeshMaskTex;
sampler2D _MeshStampTex;
float4 _BrushParams;
float _TerrainHeight;
// _BrushParams macros
#define BRUSH_STRENGTH ( _BrushParams[ 0 ] )
#define BLEND_AMOUNT ( _BrushParams[ 1 ] )
#define BRUSH_HEIGHT ( _BrushParams[ 2 ] )
#define TOOL_HEIGHT ( _BrushParams[ 3 ] )
struct v2f
{
float4 vertex : SV_POSITION;
float2 pcUV : TEXCOORD0;
};
float SmoothMax(float a, float b, float p)
{
// calculates a smooth maximum of a and b, using an intersection power p
// higher powers produce sharper intersections, approaching max()
return log2(exp2(a * p) + exp2(b * p) - 1.0f) / p;
}
v2f vert( appdata_t v )
{
v2f o;
o.vertex = UnityObjectToClipPos( v.vertex );
o.pcUV = v.texcoord;
return o;
}
float4 frag( v2f i ) : SV_Target
{
// if (BRUSH_MAXBLENDADD > 0.0f)
// {
// float brushIntersection = saturate(1.0f - BRUSH_MAXBLENDADD);
// float brushSmooth = exp2(brushIntersection * 8.0f);
// targetHeight = SmoothMax(height, brushHeight, brushSmooth);
// }
// else
// {
// targetHeight = max(height, brushHeight);
// }
//////////////////////////////////////////////////////////////////////////////
// get filter value
float filter = tex2D( _FilterTex, i.pcUV ).r;
// get current height value
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
// out of bounds multiplier
float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
// get brush mask value
float isMask = oob * max( 0, floor( tex2D( _MeshMaskTex, brushUV ).r ) ); // floor is for filtering
float stampHeight = tex2D( _MeshStampTex, brushUV ).r;
float strengthSign = sign( BRUSH_STRENGTH );
float brushStrength = abs( BRUSH_STRENGTH );
float toolHeight = TOOL_HEIGHT * abs( strengthSign ) * isMask;
float brushMask = oob * ( stampHeight - toolHeight ) * brushStrength * filter;
float brushHeight = BRUSH_HEIGHT * isMask * abs( strengthSign );
float maxH = max( h, lerp( h, brushMask + brushHeight + toolHeight, isMask ) );
float addMaxH = max( h, h + brushMask * isMask + toolHeight );
float finalAdd = lerp( maxH, addMaxH, BLEND_AMOUNT );
float minH = min( h, lerp( h, brushHeight - ( toolHeight + brushMask ), isMask * abs( strengthSign ) ) );
float subMinH = min( h, h - ( brushMask * isMask + toolHeight ) );
float finalSub = lerp( minH, subMinH, BLEND_AMOUNT );
float isAdd = max( strengthSign, 0 ); // remap -1 and 1 to 0 and 1
float ret = lerp( finalSub, finalAdd, isAdd );
// ret = minH;
return PackHeightmap( clamp( ret, 0, .5 ) );
}
ENDHLSL
}
}
}