// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "Hidden/Gaia/StampPreview" { Properties { [Enum(UnityEngine.Rendering.CompareFunction)] _zTestMode ("Z Test mode", Int) = 4 //4 = LEqual _positiveHeightColor ("Positive Height Color",Color) = (.34, .85, .92, 1) _negativeHeightColor ("Negative Height Color",Color) = (.34, .85, .92, 1) _seaLevelTintColor ("Sea Level Tint Color",Color) = (.34, .85, .92, 1) _normalMapColorPower ("Normal Map Color Power",Float) = 0.3 _seaLevel ("Sea Level",Float) = 0 _usePartialPreview("Use Partial Preview", Int) = 1 _partialPreviewCenter("Partial Preview Center", Vector) = (0.5,0.5,0.0,0.0) _partialPreviewRadius("Partial Preview Radius", Float) = 0.5 _worldDesignerMinHeight("World Designer Min Height", Float) = 0.0 _worldDesignerMaxHeight("World Designer Max Height", Float) = 100.0 _worldDesignerStampVisColor0 ("World Designer Stamp Vis Color 0",Color) = (.34, .85, .92, 1) _worldDesignerStampVisColor1 ("World Designer Stamp Vis Color 1",Color) = (.34, .85, .92, 1) _worldDesignerStampVisColor2 ("World Designer Stamp Vis Color 2",Color) = (.34, .85, .92, 1) _worldDesignerStampVisColor3 ("World Designer Stamp Vis Color 3",Color) = (.34, .85, .92, 1) _worldDesignerStampVisColor4 ("World Designer Stamp Vis Color 4",Color) = (.34, .85, .92, 1) _worldDesignerStampVisCurveTexture0("World Designer Stamp Vis Curve Texture", any) = "" {} _worldDesignerStampVisCurveTexture1("World Designer Stamp Vis Curve Texture", any) = "" {} _worldDesignerStampVisCurveTexture2("World Designer Stamp Vis Curve Texture", any) = "" {} _worldDesignerStampVisCurveTexture3("World Designer Stamp Vis Curve Texture", any) = "" {} _worldDesignerStampVisCurveTexture4("World Designer Stamp Vis Curve Texture", any) = "" {} } SubShader { ZTest [_zTestMode] Cull Back ZWrite On 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" sampler2D _BrushTex; ENDCG Pass // 0 { Name "TerrainPreviewProcedural" CGPROGRAM #pragma vertex vert #pragma fragment frag struct v2f { float4 clipPosition : SV_POSITION; float3 positionWorld : TEXCOORD0; float3 positionWorldOrig : 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.positionWorldOrig = positionWorld; o.clipPosition = UnityWorldToClipPos(positionWorld); o.brushUV = brushUV; return o; } float4 frag(v2f i) : SV_Target { float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV)); // out of bounds multiplier float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f; // brush outline stripe float stripeWidth = 2.0f; // pixels float stripeLocation = 0.2f; // at 20% alpha float brushStripe = Stripe(brushSample, stripeLocation, stripeWidth); //float4 color = float4(0.5f, 0.5f, 1.0f, 1.0f) * saturate(brushStripe + 0.5f * brushSample); float4 color = float4(1.0f, 1.0f, 1.0f, 1.0f) * saturate(brushStripe + 0.5f * brushSample); color.a = 0.6f * saturate(brushSample * 5.0f); return color * oob; } ENDCG } Pass // 1 { Name "TerrainPreviewProceduralDeltaNormals" CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _HeightmapOrig; float4 _positiveHeightColor; float4 _negativeHeightColor; float4 _seaLevelTintColor; float _normalMapColorPower; int _usePartialPreview; float4 _partialPreviewCenter; float _partialPreviewRadius; float4 _worldDesignerStampVisColor0; float4 _worldDesignerStampVisColor1; float4 _worldDesignerStampVisColor2; float4 _worldDesignerStampVisColor3; float4 _worldDesignerStampVisColor4; float _seaLevel; float _worldDesignerMinHeight; float _worldDesignerMaxHeight; sampler2D _worldDesignerStampVisCurveTexture0; sampler2D _worldDesignerStampVisCurveTexture1; sampler2D _worldDesignerStampVisCurveTexture2; sampler2D _worldDesignerStampVisCurveTexture3; sampler2D _worldDesignerStampVisCurveTexture4; struct v2f { float4 clipPosition : SV_POSITION; float3 positionWorld : TEXCOORD0; float3 positionWorldOrig : 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))); float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, 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); float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig); float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig); v2f o; o.pcPixels = pcPixels; o.positionWorld = positionWorld; o.positionWorldOrig = positionWorldOrig; o.clipPosition = UnityWorldToClipPos(positionWorld); o.brushUV = brushUV; return o; } float4 frag(v2f i) : SV_Target { float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV)); // out of bounds multiplier float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f; float deltaHeight = abs(i.positionWorld.y - i.positionWorldOrig.y); // normal based coloring float3 dx = ddx(i.positionWorld); float3 dy = ddy(i.positionWorld); float3 normal = normalize(cross(dy, dx)); float4 color; color.r = 1.0f; color.g = 1.0f; color.b = 1.0f; color.a = 1.0f; //positive or negative color? if(i.positionWorld.y - i.positionWorldOrig.y>=0) { color.rgb = _positiveHeightColor.rgb; color.a = _positiveHeightColor.a; } else { color.rgb = _negativeHeightColor.rgb; color.a = _negativeHeightColor.a; } //world designer preview colors if(_worldDesignerMaxHeight >0.0f) { float color0Sample = tex2D(_worldDesignerStampVisCurveTexture0,float2(smoothstep(_worldDesignerMinHeight, _worldDesignerMaxHeight, i.positionWorld.y),0)); float color1Sample = tex2D(_worldDesignerStampVisCurveTexture1,float2(smoothstep(_worldDesignerMinHeight, _worldDesignerMaxHeight, i.positionWorld.y),0)); float color2Sample = tex2D(_worldDesignerStampVisCurveTexture2,float2(smoothstep(_worldDesignerMinHeight, _worldDesignerMaxHeight, i.positionWorld.y),0)); float color3Sample = tex2D(_worldDesignerStampVisCurveTexture3,float2(smoothstep(_worldDesignerMinHeight, _worldDesignerMaxHeight, i.positionWorld.y),0)); float color4Sample = tex2D(_worldDesignerStampVisCurveTexture4,float2(smoothstep(_worldDesignerMinHeight, _worldDesignerMaxHeight, i.positionWorld.y),0)); color = lerp(color, _worldDesignerStampVisColor0, _worldDesignerStampVisColor0.a * color0Sample); color = lerp(color, _worldDesignerStampVisColor1, _worldDesignerStampVisColor1.a * color1Sample); color = lerp(color, _worldDesignerStampVisColor2, _worldDesignerStampVisColor2.a * color2Sample); color = lerp(color, _worldDesignerStampVisColor3, _worldDesignerStampVisColor3.a * color3Sample); color = lerp(color, _worldDesignerStampVisColor4, _worldDesignerStampVisColor4.a * color4Sample); } //apply sea level tint if(i.positionWorld.y<_seaLevel) { color.rgb = (color.rgb * (1-_seaLevelTintColor.a)) + (_seaLevelTintColor.rgb * _seaLevelTintColor.a); } //apply normal map influence color.rgb = color.rgb * (1-_normalMapColorPower) + normal.xzy * _normalMapColorPower; //color.rgb = lerp(color.rgb, float3(1.0f, 1.0f, 1.0f), 0.3f); color.rgb = color.rgb * (0.1f + 0.9f * dot(0.75f, normal/1.15f)); float partialPreviewMuliplier = 1.0f; if(_usePartialPreview>0) { partialPreviewMuliplier = 1.0f - smoothstep( _partialPreviewRadius * 0.75f, _partialPreviewRadius, distance(i.brushUV, float2(_partialPreviewCenter.x, _partialPreviewCenter.y))); } color.a = saturate(1.0f * deltaHeight) * color.a * partialPreviewMuliplier; return color; } ENDCG } Pass // 2 { Name "TerrainPreviewProceduralDeltaStripes" CGPROGRAM #pragma vertex vert #pragma fragment frag sampler2D _HeightmapOrig; struct v2f { float4 clipPosition : SV_POSITION; float3 positionWorld : TEXCOORD0; float3 positionWorldOrig : 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))); float heightmapSampleOrig = UnpackHeightmap(tex2Dlod(_HeightmapOrig, 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); float3 positionObjectOrig = PaintContextPixelsToObjectPosition(pcPixels, heightmapSampleOrig); float3 positionWorldOrig = TerrainObjectToWorldPosition(positionObjectOrig); v2f o; o.pcPixels = pcPixels; o.positionWorld = positionWorld; o.positionWorldOrig = positionWorldOrig; o.clipPosition = UnityWorldToClipPos(positionWorld); o.brushUV = brushUV; return o; } float MultiStripes(in float x, in float freq1, in float freq2) { float2 derivatives = float2(ddx(x), ddy(x)); float derivLen = length(derivatives); float tweak = 0.5; float sharpen = tweak / max(derivLen, 0.00001f); float triwave1 = abs(frac(x * freq1) - 0.5f) - 0.25f; float triwave2 = abs(frac(x * freq2) - 0.5f) - 0.25f; float width = 0.95f; float result1 = saturate((triwave1 - width * 0.25f) * sharpen / freq1 + 0.75f); float result2 = saturate((triwave2 - width * 0.25f) * sharpen / freq2 + 0.75f); return max(result1, result2); } float4 frag(v2f i) : SV_Target { float brushSample = UnpackHeightmap(tex2D(_BrushTex, i.brushUV)); // out of bounds multiplier float oob = all(saturate(i.brushUV) == i.brushUV) ? 1.0f : 0.0f; // brush outline stripe float stripeWidth = 1.0f; // pixels float stripeLocation = 0.2f; // at 20% alpha float heightStripes = MultiStripes(i.positionWorld.y + 0.25f, 0.0625f, 1.0f); float xStripes = MultiStripes(i.positionWorld.x, 0.03125f, 0.5f); float zStripes = MultiStripes(i.positionWorld.z, 0.03125f, 0.5f); float deltaHeight = saturate(abs(i.positionWorld.y - i.positionWorldOrig.y)); float4 color = lerp(float4(0.5f, 0.5f, 1.0f, 1.0f), float4(0.5f, 1.0f, 0.5f, 1.0f), deltaHeight); return color * lerp(deltaHeight * 0.5f, (brushSample > 0.0f ? 1.0f : 0.0f), 0.5f * saturate(heightStripes + xStripes + zStripes)); } ENDCG } } Fallback Off }