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Shader "Hidden/Gaia/SmoothHeight" {
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Properties { _MainTex ("Texture", any) = "" {}
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//1-pixel height transform texture representing an animation curve
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_HeightTransformTex ("Height Transform Texture", any) = "" {}
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}
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SubShader {
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ZTest Always Cull Off ZWrite Off
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "TerrainTool.cginc"
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sampler2D _MainTex;
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sampler2D _HeightTransformTex;
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float4 _MainTex_TexelSize; // 1/width, 1/height, width, height
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sampler2D _BrushTex;
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sampler2D _FilterTex;
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float4 _BrushParams;
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#define BRUSH_STRENGTH (_BrushParams[0])
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#define BRUSH_TARGETHEIGHT (_BrushParams[1])
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float4 _SmoothWeights; // centered, min, max, unused
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static int KernelWeightCount = 7;
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static float KernelWeights[7] = { 0.95f, 0.85f, 0.7f, 0.4f, 0.2f, 0.15f, 0.05f };
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struct appdata_t {
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float4 vertex : POSITION;
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float2 pcUV : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 pcUV : TEXCOORD0;
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};
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v2f vert(appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.pcUV = v.pcUV;
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return o;
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}
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ENDCG
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Pass
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{
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Name "Smooth Horizontal"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SmoothHorizontal
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float4 SmoothHorizontal(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = PaintContextUVToHeightmapUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));// *UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float divisor = 1.0f;
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float offset = 0.0f;
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float h = height;
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for (int i = 0; i < KernelWeightCount; i++) {
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offset += _MainTex_TexelSize.x * _SmoothWeights.w;
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divisor += 2.0f * KernelWeights[i];
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float2 rightUV = heightmapUV + float2(offset, 0.0f);
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float2 leftUV = heightmapUV - float2(offset, 0.0f);
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h += KernelWeights[i] * UnpackHeightmap(tex2D(_MainTex, rightUV));
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h += KernelWeights[i] * UnpackHeightmap(tex2D(_MainTex, leftUV));
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}
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h /= divisor;
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float3 new_height = float3(h, min(h, height), max(h, height));
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h = dot(new_height, _SmoothWeights.xyz);
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float transformedStrength = tex2D(_HeightTransformTex, h);
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return lerp(height, h, brushStrength);
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//return PackHeightmap(lerp(height,new_height,transformedStrength));
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}
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ENDCG
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}
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Pass
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{
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Name "Smooth Vertical"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SmoothVertical
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float4 SmoothVertical(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = PaintContextUVToHeightmapUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV));// *UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float divisor = 1.0f;
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float offset = 0.0f;
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float h = height;
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for (int i = 0; i < KernelWeightCount; i++) {
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offset += _MainTex_TexelSize.x * _SmoothWeights.w;
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divisor += 2.0f * KernelWeights[i];
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float2 upUV = heightmapUV + float2(0.0f, offset);
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float2 downUV = heightmapUV - float2(0.0f, offset);
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h += KernelWeights[i] * UnpackHeightmap(tex2D(_MainTex, upUV));
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h += KernelWeights[i] * UnpackHeightmap(tex2D(_MainTex, downUV));
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}
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h /= divisor;
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float3 new_height = float3(h, min(h, height), max(h, height));
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h = dot(new_height, _SmoothWeights.xyz);
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float transformedStrength = tex2D(_HeightTransformTex, h);
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return lerp(height, h, brushStrength);
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//return PackHeightmap(lerp(height,new_height,transformedStrength));
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}
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ENDCG
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}
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/*
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Pass // 3 smooth terrain
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{
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Name "Smooth Heights"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment SmoothHeight
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float4 _SmoothWeights; // centered, min, max, unused
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float aggregateHeight(float2 uv, out float oobWeight)
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{
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oobWeight = all(saturate(uv) == uv) ? 1.0f : 0.0f;
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return oobWeight * UnpackHeightmap(tex2D(_MainTex, uv));
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}
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float4 SmoothHeight(v2f i) : SV_Target
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{
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float2 brushUV = PaintContextUVToBrushUV(i.pcUV);
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float2 heightmapUV = PaintContextUVToHeightmapUV(i.pcUV);
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// out of bounds multiplier
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float oob = all(saturate(brushUV) == brushUV) ? 1.0f : 0.0f;
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float height = UnpackHeightmap(tex2D(_MainTex, heightmapUV));
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float brushStrength = BRUSH_STRENGTH * oob * UnpackHeightmap(tex2D(_BrushTex, brushUV)) * UnpackHeightmap(tex2D(_FilterTex, i.pcUV));
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float h = 0.0F;
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float xoffset = _MainTex_TexelSize.x * _SmoothWeights.w;
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float yoffset = _MainTex_TexelSize.y * _SmoothWeights.w;
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// 3*3 filter
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h += height;
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float sum = 1.0f;
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float weight = 1.0f;
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h += aggregateHeight(heightmapUV + float2( xoffset, 0), weight);
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sum += weight;
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h += aggregateHeight(heightmapUV + float2(-xoffset, 0), weight);
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sum += weight;
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h += aggregateHeight(heightmapUV + float2( xoffset, yoffset), weight) * 0.75f;
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sum += 0.75f * weight;
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h += aggregateHeight(heightmapUV + float2(-xoffset, yoffset), weight) * 0.75f;
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sum += 0.75f * weight;
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h += aggregateHeight(heightmapUV + float2( xoffset, -yoffset), weight) * 0.75f;
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sum += 0.75f * weight;
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h += aggregateHeight(heightmapUV + float2(-xoffset, -yoffset), weight) * 0.75f;
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sum += 0.75f * weight;
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h += aggregateHeight(heightmapUV + float2( 0, yoffset), weight);
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sum += weight;
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h += aggregateHeight(heightmapUV + float2( 0, -yoffset), weight);
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sum += weight;
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h /= sum;
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float3 new_height = float3(h, min(h, height), max(h, height));
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h = dot(new_height, _SmoothWeights.xyz);
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return PackHeightmap(lerp(height, h, brushStrength));
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}
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ENDCG
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}
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*/
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}
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Fallback Off
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}
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