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

90 lines
3.2 KiB
Plaintext

Shader "Hidden/TerrainTools/ContrastTool" {
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 // 11 Sharpen
{
Name "Sharpen Height"
CGPROGRAM
#pragma vertex vert
#pragma fragment SharpenHeight
float4 SharpenHeight(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;
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV));
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, 0 )));
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, 0 )));
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, yoffset))) * 0.75F;
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, yoffset))) * 0.75F;
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( xoffset, -yoffset))) * 0.75F;
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2(-xoffset, -yoffset))) * 0.75F;
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, yoffset)));
avg += UnpackHeightmap(tex2D(_MainTex, heightmapUV + float2( 0, -yoffset)));
avg /= 8.0F;
float contrast = 1.5F;
float h = ((height - avg)) * contrast + avg;
return PackHeightmap(lerp(height, h, brushStrength));
}
ENDCG
}
}
Fallback Off
}