97 lines
3.1 KiB
Plaintext
97 lines
3.1 KiB
Plaintext
Shader "Hidden/TerrainTools/PinchHeight" {
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Properties { _MainTex ("Texture", any) = "" {} }
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
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sampler2D _MainTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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#define BRUSH_PINCHAMOUNT (_BrushParams[2])
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#define BRUSH_ROTATION (_BrushParams[3])
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass // 11 Pinch
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{
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Name "Pinch Height"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment PinchHeight
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float3 RotateUVs(float2 sourceUV, float rotAngle)
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{
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float4 rotAxes;
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rotAxes.x = cos(rotAngle);
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rotAxes.y = sin(rotAngle);
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rotAxes.w = rotAxes.x;
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rotAxes.z = -rotAxes.y;
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float2 tempUV = sourceUV - float2(0.5, 0.5);
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float3 retVal;
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// We fix some flaws by setting zero-value to out of range UVs, so what we do here
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// is test if we're out of range and store the mask in the third component.
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retVal.xy = float2(dot(rotAxes.xy, tempUV), dot(rotAxes.zw, tempUV)) + float2(0.5, 0.5);
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tempUV = clamp(retVal.xy, float2(0.0, 0.0), float2(1.0, 1.0));
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retVal.z = ((tempUV.x == retVal.x) && (tempUV.y == retVal.y)) ? 1.0 : 0.0;
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return retVal;
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}
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float4 PinchHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = i.pcUV;
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float PinchAmt = BRUSH_PINCHAMOUNT;// *centerDistance; //todo: allow user to specify
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float2 pinchVector = PinchAmt * (RotateUVs(brushUV, BRUSH_ROTATION) - float2(0.5, 0.5));
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float2 PinchedUVs = heightmapUV + pinchVector;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = oob * BRUSH_STRENGTH * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float h = UnpackHeightmap(tex2D(_MainTex, PinchedUVs));
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return PackHeightmap(lerp(height, h, brushStrength));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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