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

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Shader "Hidden/TerrainEngine/PaintMaterialBrushPreview"
{
SubShader
{
ZTest Always Cull Back ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
#pragma exclude_renderers gles
#include "UnityCG.cginc"
#include "TerrainPreview.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _BrushTex;
ENDCG
Pass // 0
{
Name "PaintMaterialTerrainPreview"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f {
float4 clipPosition : SV_POSITION;
float3 positionWorld : TEXCOORD0;
float3 positionObject : TEXCOORD1;
float2 pcPixels : TEXCOORD2;
float2 brushUV : TEXCOORD3;
};
v2f vert(uint vid : SV_VertexID)
{
// build a quad mesh, with one vertex per paint context pixel (pcPixel)
float2 pcPixels = BuildProceduralQuadMeshVertex(vid);
// compute heightmap UV and sample heightmap
float2 heightmapUV = PaintContextPixelsToHeightmapUV(pcPixels);
float heightmapSample = UnpackHeightmap(tex2Dlod(_Heightmap, float4(heightmapUV, 0, 0)));
// compute brush UV
float2 brushUV = PaintContextPixelsToBrushUV(pcPixels);
// compute object position (in terrain space) and world position
float3 positionObject = PaintContextPixelsToObjectPosition(pcPixels, heightmapSample);
float3 positionWorld = TerrainObjectToWorldPosition(positionObject);
v2f o;
o.pcPixels = pcPixels;
o.positionWorld = positionWorld;
o.positionObject = positionObject;
o.clipPosition = UnityWorldToClipPos(positionWorld);
o.brushUV = brushUV;
return o;
}
float4 frag(v2f i) : SV_Target
{
float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV));
float iib = IsPcUvPartOfValidTerrainTileTexel(i.pcPixels / _PcPixelRect.zw);
clip(iib - .01);
// out of bounds multiplier
float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f;
// brush outline stripe
float stripeWidth = 0.0f; // pixels
float stripeLocation = 0.2f; // at 20% alpha
float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth);
float4 color = float4(1.0f, 0.6f, 0.05f, 1.0f) * saturate(2.0f * brushStripe + 1.0f * brushSample);
color.a = 1.0f * saturate(brushSample * 5.0f);
return color * oob * 1.5f;
}
ENDCG
}
}
Fallback Off
}