public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (Event.current.type == EventType.MouseDrag) { return(true); } Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial(); Rect brushRect = TerrainPaintUtility.CalculateBrushRectInTerrainUnits(terrain, editContext.uv, editContext.brushSize); TerrainPaintUtility.PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushRect); Vector4 brushParams = new Vector4(editContext.brushStrength * 0.01f, 0.0f, m_StampHeight, 0.0f); if (Event.current.shift) { brushParams.x = -brushParams.x; } mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.StampHeight); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Stamp"); return(true); }
private bool Smudge(Terrain terrain, IOnPaint editContext, Vector2 currUV, Vector2 prevUV) { // the brush size is relative to the main brush size float brushSize = editContext.brushSize * ridgeErodeBrushSize / 100f; BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, currUV, brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); Vector2 smudgeDir = editContext.uv - prevUV; paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetMaterial(); float brushStrength = ridgeErodeBrushStrength / 100f; // editContext.brushStrength; Vector4 brushParams = new Vector4(brushStrength, erosionStrength, mixStrength, 0); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Ridge Erode"); return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { Vector2 uv = editContext.uv; if (Event.current.shift) { height = terrain.terrainData.GetInterpolatedHeight(uv.x, uv.y) / terrain.terrainData.size.y; return(true); } BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetPaintMaterial(); int currentMode = (int)mode; if (Event.current.control) { currentMode *= -1; } float modeValue = Mathf.Clamp01(currentMode); Vector4 brushParams = new Vector4(editContext.brushStrength, 0.5f * height, modeValue, 0); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Directional Flatten Height"); return(false); }
private bool Smooth(Terrain terrain, IOnPaint editContext, Vector2 currUV, BrushSettings brushSettings) { // the brush size is relative to the main brush size float brushSize = brushSettings.brushSize * this.smoothBrushSize / 100f; BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, brushSize, brushSettings.brushRotationDegrees); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial(); float brushStrength = smoothBrushStrength / 100f; // editContext.brushStrength; // brushStrength = Event.current.shift ? -brushStrength : brushStrength; Vector4 brushParams = new Vector4(brushStrength, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.SmoothHeights); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smooth Height"); return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { Init(); if (activeMesh == null || Event.current.type != EventType.MouseDown || Event.current.shift == true || m_editTransform) { return(false); } brushUI.OnPaint(terrain, editContext); if (brushUI.allowPaint) { Texture brushTexture = editContext.brushTexture; BrushTransform brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, brushUI.brushSize, brushUI.brushRotation); PaintContext ctx = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushTransform.GetBrushXYBounds()); ApplyBrushInternal(terrain, ctx, brushTransform); TerrainPaintUtility.EndPaintHeightmap(ctx, "Mesh Stamp - Stamp Mesh"); } return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (m_Mesh == null || Event.current.type != EventType.MouseDown || Event.current.shift == true) { return(false); } Vector3 terrainSize = terrain.terrainData.size; float maxScale = Mathf.Max(m_StampScale.x, m_StampScale.z); Vector2 brushSizeScaled = new Vector2(maxScale * 2.0f, maxScale * 2.0f); Rect brushRect = new Rect(editContext.uv * new Vector2(terrainSize.x, terrainSize.z) - brushSizeScaled * 0.5f, brushSizeScaled); TerrainPaintUtility.PaintContext context = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushRect); Material mat = GetPaintMaterial(); DrawMesh(terrain, context, maxScale, mat); // draw to heightmap mat.SetTexture("_MeshStampTex", m_MeshRenderTexture); Graphics.Blit(context.sourceRenderTexture, context.destinationRenderTexture, mat, (int)ShaderPasses.StampToHeightmap); TerrainPaintUtility.EndPaintHeightmap(context, "Terrain Paint - Mesh Stamp"); RenderTexture.ReleaseTemporary(m_MeshRenderTexture); m_MeshRenderTexture = null; return(true); }
void Flatten(Terrain terrain) { Undo.RegisterCompleteObjectUndo(terrain.terrainData, "Set Height - Flatten Tile"); var ctx = TerrainPaintUtility.BeginPaintHeightmap(terrain, new Rect(0, 0, terrain.terrainData.size.x, terrain.terrainData.size.z), 1); Material mat = GetPaintMaterial(); float terrainHeight = Mathf.Clamp01((m_TargetHeight - terrain.transform.position.y) / terrain.terrainData.size.y); Vector4 brushParams = new Vector4(0, 0.5f * terrainHeight, 0.0f, 0.0f); mat.SetVector("_BrushParams", brushParams); var size = terrain.terrainData.size; size.y = 0; var brushMask = RTUtils.GetTempHandle(ctx.sourceRenderTexture.width, ctx.sourceRenderTexture.height, 0, FilterUtility.defaultFormat); commonUI.GetBrushMask(terrain, ctx.sourceRenderTexture, brushMask, terrain.transform.position, Mathf.Min(size.x, size.z), 0f); // TODO(wyatt): need to handle seams mat.SetTexture("_FilterTex", brushMask); mat.SetTexture("_MainTex", ctx.sourceRenderTexture); Graphics.Blit(ctx.sourceRenderTexture, ctx.destinationRenderTexture, mat, 1); TerrainPaintUtility.EndPaintHeightmap(ctx, "Set Height - Flatten Tile"); RTUtils.Release(brushMask); PaintContext.ApplyDelayedActions(); }
public void Release(PaintContext paintContext) { if (ReferenceEquals(paintContext, m_HeightmapContext)) { if (m_WriteToHeightmap) { TerrainPaintUtility.EndPaintHeightmap(m_HeightmapContext, $"{m_Name} - Heightmap"); } else { TerrainPaintUtility.ReleaseContextResources(m_HeightmapContext); } m_HeightmapContext = null; } else if (ReferenceEquals(paintContext, m_NormalmapContext)) { TerrainPaintUtility.ReleaseContextResources(m_NormalmapContext); m_NormalmapContext = null; } else if (ReferenceEquals(paintContext, m_TextureContext)) { if (m_WriteToTexture) { TerrainPaintUtility.EndPaintTexture(m_TextureContext, $"{m_Name} - Texture"); } else { TerrainPaintUtility.ReleaseContextResources(m_TextureContext); } m_TextureContext = null; } }
private bool Height(Terrain terrain, IOnPaint editContext, Vector2 currUV, Vector2 prevUV) { // the brush size is relative to the main brush size float brushSize = editContext.brushSize * heightBrushSize / 100f; BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, currUV, brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial(); float brushStrength = heightBrushStrength / 100f; brushStrength = Event.current.shift ? -brushStrength : brushStrength; brushStrength *= 0.001f; // magic number ... Vector4 brushParams = new Vector4(brushStrength, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Raise or Lower Height"); return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); float finalPinchAmount = m_PinchAmount * 0.005f; //scale to a reasonable value and negate so default mode is clockwise if (Event.current.shift) { finalPinchAmount *= -1.0f; } paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetPaintMaterial(); Vector4 brushParams = new Vector4(editContext.brushStrength, 0.0f, finalPinchAmount, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Pinch Height"); return(false); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { Init(); commonUI.OnPaint(terrain, editContext); if (commonUI.allowPaint) { Vector2 uv = editContext.uv; if (commonUI.ScatterBrushStamp(ref terrain, ref uv)) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, commonUI.brushSize, commonUI.brushRotation); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); float brushStrength = Event.current.control ? -commonUI.brushStrength : commonUI.brushStrength; Vector3 brushPosWS = WSPosFromTerrainUV(terrain, uv); ApplyBrushInternal(paintContext, brushXform, brushPosWS, commonUI.brushRotation, brushStrength, commonUI.brushSize, editContext.brushTexture); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Noise"); } } editContext.Repaint(RepaintFlags.UI); return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (Event.current.type == EventType.MouseDown) { m_PrevBrushPos = editContext.uv; return(false); } if (Event.current.type == EventType.MouseDrag && m_PreviousEvent == EventType.MouseDrag) { Rect brushRect = TerrainPaintUtility.CalculateBrushRectInTerrainUnits(terrain, editContext.uv, editContext.brushSize); TerrainPaintUtility.PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushRect); Vector2 smudgeDir = editContext.uv - m_PrevBrushPos; Material mat = GetPaintMaterial(); Vector4 brushParams = new Vector4(editContext.brushStrength, smudgeDir.x, smudgeDir.y, 0); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smudge Height"); m_PrevBrushPos = editContext.uv; } m_PreviousEvent = Event.current.type; return(false); }
public bool OnPaint(Terrain terrain, IOnPaint editContext, float brushSize, float brushRotation, float brushStrength, Vector2 uv) { if (Event.current != null && Event.current.shift) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, brushSize, brushRotation); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); Material mat = GetMaterial(); //TerrainPaintUtility.GetBuiltinPaintMaterial(); float m_direction = 0.0f; //TODO: UI for this Vector4 brushParams = new Vector4(brushStrength, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); Vector4 smoothWeights = new Vector4( Mathf.Clamp01(1.0f - Mathf.Abs(m_direction)), // centered Mathf.Clamp01(-m_direction), // min Mathf.Clamp01(m_direction), // max kernelSize); // blur kernel size mat.SetVector("_SmoothWeights", smoothWeights); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); RenderTexture temp = RenderTexture.GetTemporary(paintContext.destinationRenderTexture.descriptor); Graphics.Blit(paintContext.sourceRenderTexture, temp, mat, 0); Graphics.Blit(temp, paintContext.destinationRenderTexture, mat, 1); RenderTexture.ReleaseTemporary(temp); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smooth Height"); return(true); } return(false); }
void Update() { if (stepsRemaining <= 0) { ToggleRenderSurface(false); return; } ToggleRenderSurface(true); int stepsThisUpdate = (int)(m_SimSpeed * 20.0f) + 1; while (stepsThisUpdate-- > 0 && stepsRemaining > 0) { Erode(); } if (stepsRemaining <= 0) { continuing = false; ToggleRenderSurface(false); TerrainPaintUtility.EndPaintHeightmap(heightContext, "Terrain Paint - Hydraulic Erosion"); if (maskContext != null) { TerrainPaintUtility.ReleaseContextResources(maskContext); } } else { heightContext.ScatterHeightmap("Terrain Paint - Hydraulic Erosion"); } }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); Rect rect = brushXform.GetBrushXYBounds(); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, rect); Material mat = GetPaintMaterial(); PaintContext maskContext = null; if (m_TextureMask || m_TextureStencil) { TerrainLayer maskTerrainLayer = terrain.terrainData.terrainLayers[m_TextureMask ? m_maskIndex : m_stencilIndex]; maskContext = TerrainPaintUtility.BeginPaintTexture(terrain, rect, maskTerrainLayer); if (maskContext == null) { return(false); } mat.SetTexture("_MaskTex", maskContext.sourceRenderTexture); } mat.SetInt("_MaskStencil", m_TextureMask ? 1 : (m_TextureStencil ? 2 : 0)); ApplyBrushInternal(paintContext, editContext.brushStrength, editContext.brushTexture, brushXform, mat); if (maskContext != null) { TerrainPaintUtility.ReleaseContextResources(maskContext); } TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Masked Terrace Erosion"); return(false); }
private bool Bridge(Terrain terrain, IOnPaint editContext, Vector2 currUV, float pct, Vector3 stroke, Vector3 startPoint) { float heightOffset = heightProfile.Evaluate(pct) / terrain.terrainData.size.y; float strengthScale = strengthProfile.Evaluate(pct); float widthScale = widthProfile.Evaluate(pct); float finalHeight = (startPoint + pct * stroke).z + heightOffset; int finalBrushSize = (int)(widthScale * (float)editContext.brushSize); BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, currUV, finalBrushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); Material mat = GetMaterial(); Vector4 brushParams = new Vector4(); mat.SetTexture("_BrushTex", editContext.brushTexture); brushParams.x = editContext.brushStrength * strengthScale; brushParams.y = 0.5f * finalHeight; mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Bridge"); return(true); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (Event.current.type == EventType.MouseDown) { m_PrevBrushPos = editContext.uv; return(false); } if (Event.current.type == EventType.MouseDrag && m_PreviousEvent == EventType.MouseDrag) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); Vector2 smudgeDir = editContext.uv - m_PrevBrushPos; paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetPaintMaterial(); Vector4 brushParams = new Vector4(editContext.brushStrength, smudgeDir.x, smudgeDir.y, 0); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smudge Height"); m_PrevBrushPos = editContext.uv; } m_PreviousEvent = Event.current.type; return(false); }
/// <summary> /// This is the handler that is called when one of the gizmo is moved. /// </summary> /// <param name="gizmo"> /// The gizmo that was dragged. /// </param> /// <param name="handleId"> /// The id of the handle that is being dragged. /// </param> private void OnGizmoDragUpdate(Gizmo gizmo, int handleId) { // This is where we want to adjust the position of the TerrainData heights for mesh control points // and change the terrain height. First, we need to check the drag // channel. The drag channel informs us about the kind of drag that is // being applied (offset, rotation or scale). Tt will most // likely always be offset, but it's safer to always check. if (gizmo.ActiveDragChannel == GizmoDragChannel.Offset) { #if FALSE Vector3 pos = transform.position; Vector2 pos2 = new Vector2(pos.x, pos.z); BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(theTerrain, pos2, gcount, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(theTerrain, brushXform.GetBrushXYBounds(), 1); //float finalPinchAmount = m_PinchAmount * 0.005f; //scale to a reasonable value and negate so default mode is clockwise //if (Event.current.shift) //{ // finalPinchAmount *= -1.0f; //} paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetPaintMaterial(); Vector4 brushParams = new Vector4(1.0f, 0.0f, 1.0f /*finalPinchAmount*/, 0.0f); mat.SetFloatArray("_Brush", grid); mat.SetFloat("_BrushSize", gcount); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, null); #endif // We are offsetting the gizmo. Good. Now we need to apply the drag offset to the TerrainData (or mesh control point) // associated with the gizmo. // Note: pseudo code to adjust TerrainData heights. // The gizmo positions and terrain heights don't match up after a gizmo move - this pseudo code is just meant to show the concept. // Depending on what we come up with, I feel a terrain mesh with vertice control points might be the best method? // Get the amount of height change from the gizmo move. switch (interpolation) { case Interpolation.Bilinear: UpdateTerrainBilinear(gizmo); break; case Interpolation.Bicubic: UpdateTerrainBicubic(gizmo); break; } // ideally use a mesh instead of TerrainData and change control points? e.g. controlPoint.Position += dragOffset; // The control point could be moved using the amount of drag that was applied to the gizmo. // As I mentioned, the the Ogre application I did, the terrain was a mesh generated by creating a spline from control points // and tessellated into a mesh so the result from the spline was a fairly smooth mesh. // I'm open to the best method we can come up with that is easy for the user to adjust terrain with and also allow importing // of control points from 2D CAD data to build the mesh. } }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); ApplyBrushInternal(paintContext, editContext.brushStrength, editContext.brushTexture, brushXform); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smooth Height"); return(true); }
private void PaintHeightmap(Terrain sampleTerrain, Terrain targetTerrain, BrushTransform sampleXform, BrushTransform targetXform, IOnPaint editContext, Material mat) { PaintContext sampleContext = TerrainPaintUtility.BeginPaintHeightmap(sampleTerrain, sampleXform.GetBrushXYBounds()); PaintContext targetContext = TerrainPaintUtility.BeginPaintHeightmap(targetTerrain, targetXform.GetBrushXYBounds()); ApplyHeightmap(sampleContext, targetContext, targetXform, targetTerrain, editContext.brushTexture, editContext.brushStrength); TerrainPaintUtility.EndPaintHeightmap(targetContext, "Terrain Paint - Clone Brush (Heightmap)"); TerrainPaintUtility.ReleaseContextResources(sampleContext); }
void ModifyTerrain(Rect selection) { //terrain = Terrain.activeTerrain; if (trees.Count > 0) { trees.AddRange(terrain.terrainData.treeInstances); terrain.terrainData.treeInstances = trees.ToArray(); trees.Clear(); } //Trees inside circle foreach (var tree in terrain.terrainData.treeInstances) { Vector2 p = new Vector2((tree.position.x * terrain.terrainData.size.x) + terrain.transform.position.x, (tree.position.z * terrain.terrainData.size.z) + terrain.transform.position.z); float d = Mathf.Sqrt(Mathf.Pow(p.x - transform.position.x, 2) + Mathf.Pow(p.y - transform.position.z, 2)); if (d < rectSize.x * .5f) { trees.Add(tree); } } if (trees.Count > 0) { terrain.terrainData.treeInstances = terrain.terrainData.treeInstances.Except(trees).ToArray(); } PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, selection); Debug.Log("Rect: " + selection + " contextRect: " + paintContext.pixelRect + "/" + paintContext.pixelSize); RenderTexture terrainRenderTexture = new RenderTexture(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, RenderTextureFormat.R16); terrainRenderTexture.enableRandomWrite = true; Graphics.CopyTexture(paintContext.sourceRenderTexture, terrainRenderTexture); prevRenderTexture = new RenderTexture(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, RenderTextureFormat.R16); Graphics.CopyTexture(paintContext.sourceRenderTexture, prevRenderTexture); float h0 = terrain.SampleHeight(new Vector3(selection.position.x + terrain.transform.position.x, 0, selection.position.y + terrain.transform.position.z)); float h1 = terrain.SampleHeight(new Vector3(selection.position.x + terrain.transform.position.x, 0, selection.position.y + terrain.transform.position.z + rectSize.y)); float h2 = terrain.SampleHeight(new Vector3(selection.position.x + terrain.transform.position.x + rectSize.x, 0, selection.position.y + terrain.transform.position.z + rectSize.y)); float h3 = terrain.SampleHeight(new Vector3(selection.position.x + terrain.transform.position.x + rectSize.x, 0, selection.position.y + terrain.transform.position.z)); height = (((h0 + h1 + h2 + h3) / 4f) /* + terrain.transform.position.y*/) / terrain.terrainData.size.y; terrainPaintShader.SetFloat("height", height * smoothOffset); terrainPaintShader.SetTexture(terrainPaintShader.FindKernel("CSMain"), "heightmap", terrainRenderTexture); terrainPaintShader.SetTexture(terrainPaintShader.FindKernel("CSMain"), "brush", brushTexture); terrainPaintShader.Dispatch(terrainPaintShader.FindKernel("CSMain"), (int)Mathf.Ceil(selection.width / 32), (int)Mathf.Ceil(selection.height / 32), 1); Graphics.CopyTexture(terrainRenderTexture, paintContext.destinationRenderTexture); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain"); terrain.terrainData.SyncHeightmap(); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (m_Mesh == null || Event.current.type != EventType.MouseDown || Event.current.shift == true) { return(false); } Vector3 terrainSize = terrain.terrainData.size; PaintContext context = ApplyBrushInternal(terrain, editContext.uv * new Vector2(terrainSize.x, terrainSize.z), 0); TerrainPaintUtility.EndPaintHeightmap(context, "Terrain Paint - Mesh Stamp"); return(true); }
private void PaintHeightmap(Terrain sampleTerrain, Terrain targetTerrain, BrushTransform sampleXform, BrushTransform targetXform, IOnPaint editContext, Material mat) { PaintContext sampleContext = TerrainPaintUtility.BeginPaintHeightmap(sampleTerrain, sampleXform.GetBrushXYBounds()); PaintContext targetContext = TerrainPaintUtility.BeginPaintHeightmap(targetTerrain, targetXform.GetBrushXYBounds()); ApplyHeightmap(sampleContext, targetContext, targetXform, targetTerrain, editContext.brushTexture, commonUI.brushStrength); TerrainPaintUtility.EndPaintHeightmap(targetContext, "Terrain Paint - Clone Brush (Heightmap)"); // Restores RenderTexture.active sampleContext.Cleanup(); targetContext.Cleanup(); }
/// <summary>Terraces the HeightMap.</summary> /// <param name="featureSize">The height of each terrace.</param> /// <param name="interiorCornerWeight">The weight of the terrace effect.</param> public static void TerraceErodeHeightmap(float featureSize, float interiorCornerWeight) { Material mat = new Material((Shader)AssetDatabase.LoadAssetAtPath("Packages/com.unity.terrain-tools/Shaders/TerraceErosion.shader", typeof(Shader))); BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(Land, heightmapCentre, Land.terrainData.size.x, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(Land, brushXform.GetBrushXYBounds()); Vector4 brushParams = new Vector4(1.0f, featureSize, interiorCornerWeight, 0.0f); mat.SetTexture("_BrushTex", terrainFilterTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Filter - TerraceErosion"); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { if (Event.current.type == EventType.MouseDown) { m_PrevBrushPos = editContext.uv; return(false); } if (Event.current.type == EventType.MouseDrag && m_PreviousEvent == EventType.MouseDrag) { BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1); Vector2 smudgeDir = editContext.uv - m_PrevBrushPos; paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear; Material mat = GetPaintMaterial(); PaintContext maskContext = null; if (m_TextureMask || m_TextureStencil) { TerrainLayer maskTerrainLayer = terrain.terrainData.terrainLayers[m_TextureMask ? m_maskIndex : m_stencilIndex]; maskContext = TerrainPaintUtility.BeginPaintTexture(terrain, brushXform.GetBrushXYBounds(), maskTerrainLayer); if (maskContext == null) { return(false); } mat.SetTexture("_MaskTex", maskContext.sourceRenderTexture); } mat.SetInt("_MaskStencil", m_TextureMask ? 1 : (m_TextureStencil ? 2 : 0)); Vector4 brushParams = new Vector4(editContext.brushStrength, smudgeDir.x, smudgeDir.y, 0); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Masked Smudge"); if (maskContext != null) { TerrainPaintUtility.ReleaseContextResources(maskContext); } m_PrevBrushPos = editContext.uv; } m_PreviousEvent = Event.current.type; return(false); }
public void Release(PaintContext paintContext) { if (ReferenceEquals(paintContext, m_HeightmapContext)) { if (m_WriteToHeightmap) { TerrainPaintUtility.EndPaintHeightmap(m_HeightmapContext, $"{m_Name} - Heightmap"); } else { TerrainPaintUtility.ReleaseContextResources(m_HeightmapContext); } m_HeightmapContext = null; } else if (ReferenceEquals(paintContext, m_NormalmapContext)) { TerrainPaintUtility.ReleaseContextResources(m_NormalmapContext); m_NormalmapContext = null; } else if (ReferenceEquals(paintContext, m_TextureContext)) { if (m_WriteToTexture) { TerrainPaintUtility.EndPaintTexture(m_TextureContext, $"{m_Name} - Texture"); } else { TerrainPaintUtility.ReleaseContextResources(m_TextureContext); } m_TextureContext = null; } #if UNITY_2019_3_OR_NEWER else if (ReferenceEquals(paintContext, m_HolesContext)) { if (m_WriteToHoles) { TerrainPaintUtility.EndPaintHoles(m_HolesContext, "Terrain Paint - Paint Holes"); } else { TerrainPaintUtility.ReleaseContextResources(m_HolesContext); } m_HolesContext = null; } #endif }
void RestoreTerrain(Rect selection) { if (baked) { baked = false; return; } PaintContext prevPaintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, selection); Graphics.CopyTexture(prevRenderTexture, prevPaintContext.destinationRenderTexture); TerrainPaintUtility.EndPaintHeightmap(prevPaintContext, "Terrain"); terrain.terrainData.SyncHeightmap(); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { // ignore mouse drags if (Event.current.type == EventType.MouseDrag) { return(true); } BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds()); ApplyBrushInternal(paintContext, editContext.brushStrength, editContext.brushTexture, brushXform, terrain, Event.current.shift); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Stamp"); return(true); }
/// <summary>Smooths the terrain.</summary> /// <param name="filterStrength">The strength of the smoothing.</param> /// <param name="blurDirection">The direction the smoothing should preference. Between -1f - 1f.</param> public static void SmoothHeightmap(float filterStrength, float blurDirection) { Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial(); BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(Land, heightmapCentre, Land.terrainData.size.x, 0.0f); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(Land, brushXform.GetBrushXYBounds()); Vector4 brushParams = new Vector4(filterStrength, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", terrainFilterTexture); mat.SetVector("_BrushParams", brushParams); Vector4 smoothWeights = new Vector4(Mathf.Clamp01(1.0f - Mathf.Abs(blurDirection)), Mathf.Clamp01(-blurDirection), Mathf.Clamp01(blurDirection), 0.0f); mat.SetVector("_SmoothWeights", smoothWeights); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.SmoothHeights); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Filter - Smooth Heights"); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { Rect brushRect = TerrainPaintUtility.CalculateBrushRectInTerrainUnits(terrain, editContext.uv, editContext.brushSize); TerrainPaintUtility.PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushRect); Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial(); Vector4 brushParams = new Vector4(editContext.brushStrength, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.SmoothHeights); TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Smooth Height"); return(true); }