//=================================================================================================== // // APPLY BRUSH // //=================================================================================================== private void ApplyBrushInternal(PaintContext ctx, BrushTransform brushXform, Vector3 brushPosWS, float brushRotation, float brushStrength, float brushSize, Texture brushTexture) { brushPosWS.y = 0; /* * blit steps * 1. blit noise to intermediate RT, this includes all the noise transformations and filters, * using the appropriate noise material. do this with NoiseUtils.Blit2D? * 2. use that noise texture and mult it with brushmask to paint height on terrain */ // TODO(wyatt): remove magic number and tie it into NoiseSettingsGUI preview size somehow float previewSize = 1 / 512f; // get proper noise material from current noise settings NoiseSettings noiseSettings = this.noiseSettings; Material matNoise = NoiseUtils.GetDefaultBlitMaterial(noiseSettings); // setup the noise material with values in noise settings noiseSettings.SetupMaterial(matNoise); // convert brushRotation to radians brushRotation *= Mathf.PI / 180; // change pos and scale so they match the noiseSettings preview bool isWorldSpace = (m_toolSettings.coordSpace == CoordinateSpace.World); brushSize = isWorldSpace ? brushSize * previewSize : 1; brushPosWS = isWorldSpace ? brushPosWS * previewSize : Vector3.zero; // // override noise transform Quaternion rotQ = Quaternion.AngleAxis(-brushRotation, Vector3.up); Matrix4x4 translation = Matrix4x4.Translate(brushPosWS); Matrix4x4 rotation = Matrix4x4.Rotate(rotQ); Matrix4x4 scale = Matrix4x4.Scale(Vector3.one * brushSize); Matrix4x4 noiseToWorld = translation * scale; matNoise.SetMatrix(NoiseSettings.ShaderStrings.transform, noiseSettings.trs * noiseToWorld); // render the noise field to a texture // TODO(wyatt): Handle the 3D case. Would need to blit to Volume Texture int rtW = ctx.destinationRenderTexture.width; int rtH = ctx.destinationRenderTexture.height; RenderTextureFormat rtF = RenderTextureFormat.RFloat; RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(rtW, rtH, rtF); RenderTexture noiseRT = RenderTexture.GetTemporary(rtDesc); RenderTexture tempRT = RenderTexture.GetTemporary(noiseRT.descriptor); RenderTexture prev = RenderTexture.active; RenderTexture.active = tempRT; int noisePass = NoiseUtils.kNumBlitPasses * NoiseLib.GetNoiseIndex(noiseSettings.domainSettings.noiseTypeName); Graphics.Blit(tempRT, matNoise, noisePass); RenderTexture.active = noiseRT; // if(noiseSettings.filterSettings.filterStack != null) // { // noiseSettings.filterSettings.filterStack.Eval(tempRT, noiseRT); // } // else { Graphics.Blit(tempRT, noiseRT); } RenderTexture.active = prev; RenderTexture.ReleaseTemporary(tempRT); // then add the result to the heightmap using the noise height tool shader Material matFinal = paintMaterial; TerrainPaintUtility.SetupTerrainToolMaterialProperties(ctx, brushXform, matFinal); // set brush params Vector4 brushParams = new Vector4(0.01f * brushStrength, 0.0f, brushSize, 1 / brushSize); matFinal.SetVector("_BrushParams", brushParams); matFinal.SetTexture("_BrushTex", brushTexture); matFinal.SetTexture("_NoiseTex", noiseRT); matFinal.SetVector("_WorldHeightRemap", m_toolSettings.worldHeightRemap); Graphics.Blit(ctx.sourceRenderTexture, ctx.destinationRenderTexture, matFinal, 0); RenderTexture.ReleaseTemporary(noiseRT); }
public override void Eval(FilterContext fc) { if (m_noiseSettings == null) { m_noiseSettings = ScriptableObject.CreateInstance <NoiseSettings>(); } m_noiseSettings.useTextureForPositions = m_useHeightmap; if (m_useHeightmap) { m_noiseSettings.positionTexture = fc.renderTextureCollection[FilterContext.Keywords.Heightmap]; } Vector3 brushPosWS = fc.brushPos; float brushSize = fc.brushSize; float brushRotation = fc.brushRotation; // TODO(wyatt): remove magic number and tie it into NoiseSettingsGUI preview size somehow float previewSize = 1 / 512f; // get proper noise material from current noise settings NoiseSettings noiseSettings = m_noiseSettings; Material mat = NoiseUtils.GetDefaultBlitMaterial(noiseSettings); // setup the noise material with values in noise settings noiseSettings.SetupMaterial(mat); // convert brushRotation to radians brushRotation *= Mathf.PI / 180; // change pos and scale so they match the noiseSettings preview bool isWorldSpace = false == m_isLocalSpace; brushSize = isWorldSpace ? brushSize * previewSize : 1; brushPosWS = isWorldSpace ? brushPosWS * previewSize : Vector3.zero; // // override noise transform Quaternion rotQ = Quaternion.AngleAxis(-brushRotation, Vector3.up); Matrix4x4 translation = Matrix4x4.Translate(brushPosWS); Matrix4x4 rotation = Matrix4x4.Rotate(rotQ); Matrix4x4 scale = Matrix4x4.Scale(Vector3.one * brushSize); Matrix4x4 noiseToWorld = translation * scale; mat.SetMatrix(NoiseSettings.ShaderStrings.transform, noiseSettings.trs * noiseToWorld); int pass = NoiseUtils.kNumBlitPasses * NoiseLib.GetNoiseIndex(noiseSettings.domainSettings.noiseTypeName); RenderTextureDescriptor desc = new RenderTextureDescriptor(fc.destinationRenderTexture.width, fc.destinationRenderTexture.height, RenderTextureFormat.RFloat); RenderTexture rt = RenderTexture.GetTemporary(desc); Graphics.Blit(fc.sourceRenderTexture, rt, mat, pass); Material blendMat = FilterUtility.blendModesMaterial; blendMat.SetTexture("_MainTex", fc.sourceRenderTexture); blendMat.SetTexture("_BlendTex", rt); Graphics.Blit(fc.sourceRenderTexture, fc.destinationRenderTexture, blendMat, 1); RenderTexture.ReleaseTemporary(rt); }
//=================================================================================================== // // APPLY BRUSH // //=================================================================================================== private void ApplyBrushInternal(Terrain terrain, PaintContext ctx, BrushTransform brushXform, Vector3 brushPosWS, float brushRotation, float brushStrength, float brushSize, Texture brushTexture) { var prevRT = RenderTexture.active; brushPosWS.y = 0; /* * blit steps * 1. blit noise to intermediate RT, this includes all the noise transformations and filters, * using the appropriate noise material. do this with NoiseUtils.Blit2D? * 2. use that noise texture and mult it with brushmask to paint height on terrain */ // TODO(wyatt): remove magic number and tie it into NoiseSettingsGUI preview size somehow float previewSize = 1 / 512f; // get proper noise material from current noise settings NoiseSettings noiseSettings = this.noiseSettings; Material matNoise = NoiseUtils.GetDefaultBlitMaterial(noiseSettings); // setup the noise material with values in noise settings noiseSettings.SetupMaterial(matNoise); // convert brushRotation to radians brushRotation *= Mathf.PI / 180; // change pos and scale so they match the noiseSettings preview bool isWorldSpace = (m_toolSettings.coordSpace == CoordinateSpace.World); brushSize = isWorldSpace ? brushSize * previewSize : 1; brushPosWS = isWorldSpace ? brushPosWS * previewSize : Vector3.zero; // // override noise transform var rotQ = Quaternion.AngleAxis(-brushRotation, Vector3.up); var translation = Matrix4x4.Translate(brushPosWS); var rotation = Matrix4x4.Rotate(rotQ); var scale = Matrix4x4.Scale(Vector3.one * brushSize); var noiseToWorld = translation * scale; matNoise.SetMatrix(NoiseSettings.ShaderStrings.transform, noiseSettings.trs * noiseToWorld); var noisePass = NoiseUtils.kNumBlitPasses * NoiseLib.GetNoiseIndex(noiseSettings.domainSettings.noiseTypeName); // render the noise field to a texture // TODO(wyatt): Handle the 3D case. Would need to blit to Volume Texture var rtDesc = ctx.destinationRenderTexture.descriptor; rtDesc.graphicsFormat = NoiseUtils.singleChannelFormat; rtDesc.sRGB = false; var noiseRT = RTUtils.GetTempHandle(rtDesc); RenderTexture.active = noiseRT; // keep this Graphics.Blit(noiseRT, matNoise, noisePass); // then add the result to the heightmap using the noise height tool shader Material matFinal = paintMaterial; var brushMask = RTUtils.GetTempHandle(ctx.sourceRenderTexture.width, ctx.sourceRenderTexture.height, 0, FilterUtility.defaultFormat); Utility.SetFilterRT(commonUI, ctx.sourceRenderTexture, brushMask, matFinal); TerrainPaintUtility.SetupTerrainToolMaterialProperties(ctx, brushXform, matFinal); // set brush params Vector4 brushParams = new Vector4(0.01f * brushStrength, 0.0f, brushSize, 1 / brushSize); matFinal.SetVector("_BrushParams", brushParams); matFinal.SetTexture("_BrushTex", brushTexture); matFinal.SetTexture("_NoiseTex", noiseRT); matFinal.SetVector("_WorldHeightRemap", m_toolSettings.worldHeightRemap); Graphics.Blit(ctx.sourceRenderTexture, ctx.destinationRenderTexture, matFinal, 0); RTUtils.Release(noiseRT); RTUtils.Release(brushMask); RenderTexture.active = prevRT; }