Shader "Hidden/Griffin/HeightSamplingPainter" { Properties { _MainTex ("Main Texture", 2D) = "black" {} _Mask ("Mask", 2D) = "white" {} _Opacity ("Opacity", Float) = 1 _TargetGray ("Target Gray", Float) = 0 _TerrainMask ("Terrain Mask", 2D) = "black" {} } CGINCLUDE #include "UnityCG.cginc" #include "PaintToolCommon.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 localPos : TEXCOORD1; }; sampler2D _MainTex; sampler2D _Mask; float _Opacity; float _TargetGray; sampler2D _TerrainMask; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.localPos = v.vertex; return o; } fixed4 fragSetHeight(v2f i) : SV_Target { float terrainMask = 1 - tex2D(_TerrainMask, i.localPos).r; float4 currentColor = tex2D(_MainTex, i.localPos); float4 maskColor = tex2D(_Mask, i.uv); float f = maskColor.r*_Opacity*terrainMask; float current = GriffinDecodeFloatRG(currentColor.rg); float target = clamp(_TargetGray, 0, 1); float gray = max(0, min(0.999999, lerp(current, target, f))); float2 encodedHeight = GriffinEncodeFloatRG(gray); return saturate(float4(encodedHeight, currentColor.b, currentColor.a)); } ENDCG SubShader { Tags { "RenderType"="Transparent" } Pass { Name "Set Height" Blend One Zero BlendOp Add CGPROGRAM #pragma vertex vert #pragma fragment fragSetHeight ENDCG } } }