Exemple #1
0
    void ProcessSatelliteMap()
    {
        if (!terrainData)
        {
            return;
        }

        var satellitemap = prettifier.satellite;

        if (!satellitemap)
        {
            return;
        }

        satellitemapBuffer.Check(satellitemap, RenderTextureFormat.ARGB32, false, true);

        // Initial blit
        Graphics.Blit(satellitemap, satellitemapBuffer.color);

        if (prettifier.satelliteProcessorEnabled)
        {
            if (prettifier.shadowRemoval.enabled)
            {
                material.SetVectorArray("_RandomDirections", randomDirections);
                material.SetFloat("_LumThreshold", prettifier.shadowRemoval.luminanceThreshold);
                material.SetFloat("_SatThreshold", prettifier.shadowRemoval.saturationThreshold);
                material.SetFloat("_Edge", prettifier.shadowRemoval.edge);
                material.SetFloat("_Radius", prettifier.shadowRemoval.radius);

                for (int i = 0; i < prettifier.shadowRemoval.passes; i++)
                {
                    material.SetTexture("_MainTex", satellitemapBuffer.color);
                    material.SetInt("_Pass", i);
                    satellitemapBuffer.Blit(material, SHADER_PASS_SHADOW_REMOVAL);
                }
            }

            if (prettifier.cavityFilter.enabled)
            {
                SetMaterialParameters(material, heightmapBuffer.color ? heightmapBuffer.color : terrainData.heightmapTexture);
                material.SetFloat("_CavityIntensity", prettifier.cavityFilter.intensity);
                material.SetFloat("_CavityRadius", prettifier.cavityFilter.radius);
                satellitemapBuffer.Blit(material, SHADER_PASS_CAVITY_GENERATOR);
            }
        }
    }
Exemple #2
0
    void ProcessHeightmap()
    {
        if (!terrainData)
        {
            return;
        }

        var heightmap = terrainData.heightmapTexture;

        heightmapBuffer.Check(heightmap);

        // Initial blit
        Graphics.Blit(heightmap, heightmapBuffer.color);

        if (prettifier.heightmapProcessorEnabled)
        {
            // Bilateral smoothing
            if (prettifier.denoiser.enabled)
            {
                for (int i = 0; i < Mathf.CeilToInt(prettifier.denoiser.strength); i++)
                {
                    SetMaterialParameters(material, heightmapBuffer.color);
                    material.SetFloat("_DenoiseStrength", Mathf.Clamp01(prettifier.denoiser.strength - i));
                    heightmapBuffer.Blit(material, SHADER_PASS_DENOISE);
                }
            }

            // Ridge maker
            if (prettifier.ridgeMaker.enabled)
            {
                SetMaterialParameters(material, heightmapBuffer.color);
                heightmapBuffer.Blit(material, SHADER_PASS_RIDGEMAKER);
            }

            // Erosion
            if (prettifier.erosion.enabled)
            {
                SetMaterialParameters(material, heightmapBuffer.color);
                heightmapBuffer.Blit(material, SHADER_PASS_EROSION);
            }
        }
    }