Add square mask brush with opacity blending to mesh painter
Replace the 3D sphere brush with a square stamp in the surface tangent plane whose shape and opacity come from a grayscale/alpha mask. Masks are assignable via an inspector list with a live-switchable active index; an empty list falls back to a procedurally generated circle mask that reproduces the previous round brush. - Mask drives opacity (luma * alpha * brushOpacity) via source-over blend instead of a hard threshold cut; gray 0.5 = 50%. - GPU and CPU paths stay identical; non-readable textures are supported on the CPU via GPU blit-readback. - Dilate pass treats any alpha > 0 as painted so soft edges survive seam padding. - Brush alignment enum (Camera/World) plus manual rotation; tangent frame handedness fixed so stamps read upright and unmirrored in both modes.
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@@ -1,18 +1,25 @@
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// GPU brush: paints a 3D sphere seamlessly into the paint texture.
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// GPU brush: paints a square mask stamp seamlessly into the paint texture.
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//
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// In the vertex shader the mesh is "unwrapped" into the texture layout using its
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// UVs (uv -> clip space), while the actual local 3D position of the vertex is
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// passed through to the fragment shader. There, per texel, the distance to the
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// brush center (_BrushCenter, in local mesh space) is tested against _BrushRadius.
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// passed through to the fragment shader. There, per texel, the offset to the brush
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// center (_BrushCenter, in local mesh space) is projected onto the stamp's tangent
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// frame: _BrushU (right), _BrushV (up) and _BrushNormal. The texel is painted only
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// if it lies inside the box (|du|,|dv|,|dn| <= _BrushRadius); the brush mask
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// (_MaskTex, sampled along du/dv) then provides the per-texel OPACITY:
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// opacity = luma(mask.rgb) * mask.a * _BrushOpacity
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// and the color is alpha-blended over the existing paint (source-over). So a mask
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// gray value of 0.5 paints at 50%, white = full, black/transparent = nothing.
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//
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// This bridges UV seams automatically: triangles on both sides of a seam share
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// the same 3D edge and are captured by the same brush stroke, no matter where
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// they lie in the UV layout (identical behavior to the CPU path).
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// This bridges UV seams automatically: triangles on both sides of a seam share the
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// same 3D edge and are captured by the same brush stamp, no matter where they lie in
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// the UV layout (identical behavior to the CPU path).
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Shader "Hidden/MeshPaintBrush"
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{
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Properties
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{
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_BrushColor ("Brush Color", Color) = (1,0,0,1)
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_MaskTex ("Brush Mask", 2D) = "white" {}
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}
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SubShader
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{
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@@ -22,7 +29,9 @@ Shader "Hidden/MeshPaintBrush"
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ZTest Always
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ZWrite Off
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Cull Off
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Blend Off
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// Source-over for color; alpha accumulates coverage toward 1 (painted marker
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// for the dilation pass). Soft edges keep partial alpha.
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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@@ -31,7 +40,12 @@ Shader "Hidden/MeshPaintBrush"
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float4 _BrushColor;
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float3 _BrushCenter; // brush center in local mesh space
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float _BrushRadius; // brush radius in local mesh space
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float3 _BrushU; // stamp right axis (unit, local space)
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float3 _BrushV; // stamp up axis (unit, local space)
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float3 _BrushNormal; // surface normal at the hit (unit, local space)
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float _BrushRadius; // stamp half-extent in local mesh space
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float _BrushOpacity; // global opacity multiplier (0..1)
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sampler2D _MaskTex;
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struct appdata
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{
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@@ -61,11 +75,26 @@ Shader "Hidden/MeshPaintBrush"
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fixed4 frag (v2f i) : SV_Target
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{
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// Only color texels inside the 3D brush sphere.
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float d = distance(i.local, _BrushCenter);
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clip(_BrushRadius - d);
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// Alpha = 1 marks "painted by the brush" (source for the edge padding).
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return fixed4(_BrushColor.rgb, 1.0);
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// Offset from the brush center, projected onto the stamp frame.
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float3 d = i.local - _BrushCenter;
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float du = dot(d, _BrushU);
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float dv = dot(d, _BrushV);
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float dn = dot(d, _BrushNormal);
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// Square stamp in the tangent plane + depth bound (keeps the seam-
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// bridging 3D behavior while preventing bleed to far surfaces).
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clip(_BrushRadius - abs(du));
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clip(_BrushRadius - abs(dv));
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clip(_BrushRadius - abs(dn));
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// Mask -> opacity. du/dv in [-r,r] -> uv in [0,1].
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float2 muv = float2(du, dv) / _BrushRadius * 0.5 + 0.5;
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fixed4 m = tex2D(_MaskTex, muv);
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float luma = dot(m.rgb, fixed3(0.299, 0.587, 0.114));
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float opacity = luma * m.a * _BrushOpacity;
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clip(opacity - 1e-4); // skip fully transparent texels
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return fixed4(_BrushColor.rgb, opacity);
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}
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ENDCG
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}
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@@ -5,9 +5,10 @@
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// base color -> bright seam lines. This pass "bleeds" the painted color up to
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// _Pad texels beyond the island edges.
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//
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// The dilation source is exclusively painted texels (alpha >= 0.5). The padding
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// The dilation source is exclusively painted texels (alpha > 0). The padding
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// texels produced get alpha = 0 -> next frame they are NO LONGER a source, so the
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// padding does not grow unbounded (it stays at _Pad texels).
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// padding does not grow unbounded (it stays at _Pad texels). The threshold is > 0
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// (not >= 0.5) so soft, partially transparent brush edges count as painted too.
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Shader "Hidden/MeshPaintDilate"
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{
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Properties
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@@ -38,7 +39,7 @@ Shader "Hidden/MeshPaintDilate"
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fixed4 frag (v2f_img i) : SV_Target
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{
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fixed4 c = tex2D(_MainTex, i.uv);
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if (c.a >= 0.5) return c; // already painted -> leave unchanged
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if (c.a > 0.0) return c; // already painted (even partially) -> leave unchanged
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float2 ts = _MainTex_TexelSize.xy;
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float best = 1e20;
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@@ -53,7 +54,7 @@ Shader "Hidden/MeshPaintDilate"
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{
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if (abs(x) > _Pad) continue;
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fixed4 s = tex2D(_MainTex, i.uv + float2(x, y) * ts);
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if (s.a >= 0.5)
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if (s.a > 0.0)
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{
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float dd = (float)(x * x + y * y);
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if (dd < best) { best = dd; bestCol = s.rgb; found = true; }
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