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

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Shader "Hidden/TerrainTools/PaintAspect" {
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 _Heightmap;
sampler2D _AspectRemapTex;
float4 _BrushParams;
#define BRUSH_STRENGTH (_BrushParams[0])
#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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
{
Name "Paint Aspect"
CGPROGRAM
#pragma vertex vert
#pragma fragment PaintSplatAlphamap
#define HEIGHT_SAMPLE(__UV__) UnpackHeightmap(tex2D(_Heightmap, __UV__))
float2 computeNormal(float2 uv, float epsilon)
{
float left = uv.x - epsilon;
float right = uv.x + epsilon;
float up = uv.y - epsilon;
float down = uv.y + epsilon;
float dzdx = ((HEIGHT_SAMPLE(float2(right, down)) + 2.0f * HEIGHT_SAMPLE(float2(right, uv.y)) + HEIGHT_SAMPLE(float2(right, up))) -
(HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(left, uv.y)) + HEIGHT_SAMPLE(float2(left, up)))) / 8.0f;
float dzdy = ((HEIGHT_SAMPLE(float2(left, up)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, up)) + HEIGHT_SAMPLE(float2(right, up))) -
(HEIGHT_SAMPLE(float2(left, down)) + 2.0f * HEIGHT_SAMPLE(float2(uv.x, down)) + HEIGHT_SAMPLE(float2(right, down)))) / 8.0f;
return normalize(float2(dzdx, dzdy));
}
float4 _AspectValues;
float GetAspectScale(float2 uv, float h)
{
float epsilon = _AspectValues[2] * _MainTex_TexelSize;
float2 n = computeNormal(uv, epsilon);
float aspect = saturate(dot(n, _AspectValues.xy));
return tex2D(_AspectRemapTex, float2(aspect, 0.0f)).r;
}
float ApplyBrush(float height, float brushStrength)
{
float targetHeight = 1.0f;
if (targetHeight > height)
{
height += brushStrength;
height = height < targetHeight ? height : targetHeight;
}
else
{
height -= brushStrength;
height = height > targetHeight ? height : targetHeight;
}
return height;
}
float4 PaintSplatAlphamap(v2f i) : SV_Target
{
float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
float2 normalUV = PaintContextUVToBrushUV(i.pcUV);
// out of bounds multiplier
float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV.xy));
float alphaMap = tex2D(_MainTex, i.pcUV).r;
float h = UnpackHeightmap(tex2D(_Heightmap, i.pcUV));
float targetAlpha = GetAspectScale(i.pcUV, h);
return lerp(alphaMap, targetAlpha, brushStrength);
}
ENDCG
}
}
Fallback Off
}