ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/Templates/NoiseHeightTool.noisehlsltemplate

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Shader ${ShaderCategory}
{
Properties { _MainTex ("Texture", any) = "" {} }
SubShader
{
ZTest Always Cull OFF ZWrite Off
HLSLINCLUDE
#include "UnityCG.cginc"
#include "Packages/com.unity.terrain-tools/Shaders/TerrainTools.hlsl"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
float2 _WorldHeightRemap;
// brush matrices
float4x4 _b2w; // brush to world
float4x4 _w2b; // world to brush
float4x4 _b2w_Rotation;
float4x4 _w2b_Rotation;
float4x4 _b2w_Translation;
float4x4 _w2b_Translation;
float4x4 _b2w_Scale;
float4x4 _w2b_Scale;
#define BRUSH_POSITION ( _b2w_Translation._m03_m13_m23 )
#define BRUSH_ROTATION ( 0 )
#define BRUSH_SCALE ( _b2w_Scale._m00_m11_m22 )
sampler2D _BrushTex;
float4 _BrushParams; // x = strength, y = , z = , w = brushSize
float4 _BasePos;
float4 _BaseSize;
float4 _Origin;
#define BRUSH_STRENGTH ( _BrushParams[0] )
#define BRUSH_SIZE ( _BrushParams[2] )
#define INV_BRUSH_SIZE ( _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;
}
ENDHLSL
BEGINPASSTEMPLATE
Pass // ${NoiseName} Noise
{
Name "${NoiseName} Noise"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
${Includes}
inline float3 UVToWS( float3 pcUV )
{
// float2 pcPixels = pcUV * float2(pixelRect.width, pixelRect.height) - 0.5f;
// float2 texturePixels = pcPixels + pixelRect.min;
// float3 position_TerrainSpace =
// float3(
// texturePixels.x * pixelSize.x,
// 0.0f,
// texturePixels.z * pixelSize.y);
// float3 position_WorldSpace = position_TerrainSpace + Terrain.position;
// return position_WorldSpace;
float3 rotatedOffset = mul( _w2b_Rotation, float4( BRUSH_POSITION, 0 ) ).xyz;
// rotatedOffset = mul( _w2b_Scale, float4( rotatedOffset, 0 ) ).xyz;
// rotatedOffset = mul( _w2b_Translation, float4( rotatedOffset, 0 ) ).xyz;
// need to adjust uvs due to "scaling" from brush rotation
float3 pcUVRescale = float3( length( _PCUVToBrushUVScales.xy ),
0, // unused since brush is 2D geometry
length( _PCUVToBrushUVScales.zw ) );
// float3 brushUV = ( pcUV - float3( .5, 0, .5 ) ); // brush-space position
// float3 pos = brushUV * BRUSH_SCALE * pcUVRescale + BRUSH_POSITION;
float3 brushUV = ( pcUV - float3( .5, 0, .5 ) ) * pcUVRescale;
float3 pos = brushUV;
// pos = mul( _b2w_Rotation, float4( pos, 1 ) ).xyz;
// pos = mul( _b2w_Scale, float4( pos, 1 ) ).xyz;
// pos = mul( _b2w_Translation, float4( pos, 1 ) ).xyz;
// // pos = mul( _w2b_Rotation, float4( pos, 1 ) ).xyz;
// // pos = mul( _w2b_Scale, float4( pos, 1 ) ).xyz;
// // pos += rotatedOffset * BRUSH_SCALE;d
pos *= BRUSH_SCALE;
pos += BRUSH_POSITION;
// pos = float3( -pos.z, 0, pos.x );
return pos;
}
float4 frag( v2f i ) : SV_Target
{
float height = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
float2 brushUV = PaintContextUVToBrushUV( i.pcUV );
float oob = all( saturate( brushUV ) == brushUV ) ? 1 : 0;
// calc noise val for center of pixel
float3 pcUV = float3( i.pcUV.x, 0, i.pcUV.y ) + .5 * float3(1, 0, 1) * _MainTex_TexelSize.xxy;
float3 pos3D_worldSpace = UVToWS( pcUV );
float2 pos2D = pos3D_worldSpace.xz;
// out of bounds multiplier
float brushShape = oob * UnpackHeightmap( tex2D( _BrushTex, brushUV ) );
float3 pos3D_noiseSpace = ApplyNoiseTransform( pos3D_worldSpace );
pos2D = ApplyNoiseTransform( pos2D );
float noiseVal = noise_${VariantName}( pos3D_noiseSpace, ${GetInputs} );
// return PackHeightmap( clamp( height + BRUSH_STRENGTH * brushShape * noiseVal, 0, 0.5 ) );
return -1; // make sure this fails cuz we don't want to use this anymore
}
ENDHLSL
}
ENDPASSTEMPLATE
}
}