250 lines
6.9 KiB
Plaintext
250 lines
6.9 KiB
Plaintext
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
|
|
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
|
|
// DO NOT EDIT THIS FILE!! THIS IS AUTOMATICALLY GENERATED!!
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
Shader "Hidden/TerrainTools/NoiseFill/NoiseFillNone"
|
|
{
|
|
|
|
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
|
|
|
|
sampler2D _BrushTex;
|
|
|
|
float4 _BrushParams;
|
|
#define BRUSH_STRENGTH (_BrushParams[0])
|
|
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
|
|
#define BRUSH_PINCHAMOUNT (_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;
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
|
|
|
|
Pass // Billow Noise Fill
|
|
{
|
|
Name "Billow Noise Fill"
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/None/Billow.hlsl"
|
|
|
|
float4 _TerrainXform;
|
|
float4 _TerrainScale;
|
|
|
|
float2 TransformPosition( float2 brushUV )
|
|
{
|
|
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
|
|
|
|
float2 pos = TransformPosition( i.pcUV );
|
|
|
|
float n = noise_NoneBillow( pos );
|
|
|
|
return PackHeightmap( n );
|
|
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
|
|
|
|
Pass // Perlin Noise Fill
|
|
{
|
|
Name "Perlin Noise Fill"
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/None/Perlin.hlsl"
|
|
|
|
float4 _TerrainXform;
|
|
float4 _TerrainScale;
|
|
|
|
float2 TransformPosition( float2 brushUV )
|
|
{
|
|
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
|
|
|
|
float2 pos = TransformPosition( i.pcUV );
|
|
|
|
float n = noise_NonePerlin( pos );
|
|
|
|
return PackHeightmap( n );
|
|
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
|
|
|
|
Pass // Ridge Noise Fill
|
|
{
|
|
Name "Ridge Noise Fill"
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/None/Ridge.hlsl"
|
|
|
|
float4 _TerrainXform;
|
|
float4 _TerrainScale;
|
|
|
|
float2 TransformPosition( float2 brushUV )
|
|
{
|
|
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
|
|
|
|
float2 pos = TransformPosition( i.pcUV );
|
|
|
|
float n = noise_NoneRidge( pos );
|
|
|
|
return PackHeightmap( n );
|
|
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
|
|
|
|
Pass // Value Noise Fill
|
|
{
|
|
Name "Value Noise Fill"
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/None/Value.hlsl"
|
|
|
|
float4 _TerrainXform;
|
|
float4 _TerrainScale;
|
|
|
|
float2 TransformPosition( float2 brushUV )
|
|
{
|
|
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
|
|
|
|
float2 pos = TransformPosition( i.pcUV );
|
|
|
|
float n = noise_NoneValue( pos );
|
|
|
|
return PackHeightmap( n );
|
|
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
|
|
|
|
Pass // Voronoi Noise Fill
|
|
{
|
|
Name "Voronoi Noise Fill"
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/None/Voronoi.hlsl"
|
|
|
|
float4 _TerrainXform;
|
|
float4 _TerrainScale;
|
|
|
|
float2 TransformPosition( float2 brushUV )
|
|
{
|
|
return _TerrainXform.xz + brushUV * _TerrainScale.xz;
|
|
}
|
|
|
|
float4 frag(v2f i) : SV_Target
|
|
{
|
|
float h = UnpackHeightmap( tex2D( _MainTex, i.pcUV ) );
|
|
|
|
float2 pos = TransformPosition( i.pcUV );
|
|
|
|
float n = noise_NoneVoronoi( pos );
|
|
|
|
return PackHeightmap( n );
|
|
// return PackHeightmap( lerp( h + n, n, OVERWRITE_HEIGHT ) );
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
Fallback Off
|
|
}
|