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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index ba30491..1d92169 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -2038,6 +2038,10 @@ MonoBehaviour:
brushMasks:
- {fileID: 2800000, guid: d07c01c40cc7be54da0ff3ae52484cd2, type: 3}
- {fileID: 2800000, guid: ccc205272b051834eb39593f647c7bf1, type: 3}
+ - {fileID: 2800000, guid: 04bc55e2853356e4f999b995d0066b33, type: 3}
+ - {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
+ - {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
+ - {fileID: 2800000, guid: 25780adbe09da488ba079bc33c4bbf0f, type: 3}
activeBrushIndex: 0
brushAlignment: 0
brushRotation: 0
@@ -3354,13 +3358,13 @@ CharacterController:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
- m_Height: 1
+ m_Height: 0.95
m_Radius: 0.1
m_SlopeLimit: 59
- m_StepOffset: 0.3
+ m_StepOffset: 0.15
m_SkinWidth: 0.01
m_MinMoveDistance: 0.001
- m_Center: {x: 0, y: 0.48, z: 0}
+ m_Center: {x: 0, y: 0.49, z: 0}
--- !u!114 &1141039642
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -3401,7 +3405,7 @@ MonoBehaviour:
wallOffsetFollow: 12
wallExitGrace: 0.15
ceilingGrabDistance: 0.3
- wallTopOutBoost: 0.5
+ wallTopOutBoost: 0.3
cameraOrbit: {fileID: 0}
--- !u!1 &1238479929
GameObject:
diff --git a/Assets/Scripts/MeshPainter.Gpu.cs b/Assets/Scripts/MeshPainter.Gpu.cs
index de465a5..f4fcd74 100644
--- a/Assets/Scripts/MeshPainter.Gpu.cs
+++ b/Assets/Scripts/MeshPainter.Gpu.cs
@@ -78,18 +78,46 @@ public partial class MeshPainter
if (mi == MAP_MSO)
{
// Canonical (R=metallic, G=occlusion, A=smoothness) -> work layout
- // (R=metallic, G=smoothness, B=occlusion); UploadColorsToRT fills A = island coverage.
+ // (R=metallic, G=smoothness, B=occlusion). Alpha = coverage, stamped below.
var work = new Color32[src.Length];
for (int i = 0; i < src.Length; i++) work[i] = new Color32(src[i].r, src[i].a, src[i].g, 0);
UploadColorsToRT(work, gm.display, linear: true);
+ StampCoverage(gm.display);
PackMs(gm); // build the final mask RT once so the material shows the seeded values
}
else
{
UploadColorsToRT((Color32[])src.Clone(), gm.display, linear: gm.sRGB == false);
+ StampCoverage(gm.display);
}
}
+ ///
+ /// Stamps the dilation coverage guard into a map's alpha: rasterizes the mesh with the brush
+ /// shader's coverage pass (pass 1), writing alpha = 1 on exactly the texels the GPU brush can
+ /// paint. This replaces the CPU island-mask approximation, whose generous edge tolerance marked
+ /// sub-pixel island borders as protected even though the brush never reaches them - so they
+ /// could never be overpainted (stayed frozen at their seeded value) while the dilation guarded
+ /// them. With a GPU-accurate guard those border texels fall in the gutter (alpha 0) and dilation
+ /// overpaints them normally. Texels stay alpha 0 until reached, identical to the brush.
+ ///
+ private void StampCoverage(RenderTexture rt)
+ {
+ if (!_brushMat || !_bakedMesh) return;
+ var prev = RenderTexture.active;
+ Graphics.SetRenderTarget(rt);
+ if (_brushMat.SetPass(1))
+ {
+ int sub = _bakedMesh.subMeshCount;
+ for (int i = 0; i < sub; i++) Graphics.DrawMeshNow(_bakedMesh, Matrix4x4.identity, i);
+ }
+ else
+ {
+ Debug.LogError("[MeshPainter] Brush coverage pass (pass 1) missing - dilation guard not seeded.", this);
+ }
+ RenderTexture.active = prev;
+ }
+
private void TeardownGpu()
{
if (_gpu != null)
@@ -124,16 +152,13 @@ public partial class MeshPainter
return rt;
}
- /// Writes Color32 data into a RenderTexture via a temporary texture.
+ /// Writes Color32 RGB into a RenderTexture via a temporary texture. Alpha (the
+ /// dilation coverage marker) is cleared to 0 here and stamped afterwards by StampCoverage,
+ /// so the guard matches the GPU rasterizer exactly (see SeedGpuMap).
private void UploadColorsToRT(Color32[] colors, RenderTexture rt, bool linear)
{
var tmp = new Texture2D(textureSize, textureSize, TextureFormat.RGBA32, false, linear);
- // Alpha is the dilation coverage marker: island texels (real content) = 255 so the
- // dilate pass keeps them; the gutter = 0 so it stays paddable. Driving this from the UV
- // islands (not a flat "unpainted") protects seeded content from the first stroke's bleed.
- var island = GetIslandMask();
- bool useMask = island.Length == colors.Length;
- for (int i = 0; i < colors.Length; i++) colors[i].a = (useMask && island[i]) ? (byte)255 : (byte)0;
+ for (int i = 0; i < colors.Length; i++) colors[i].a = 0;
tmp.SetPixels32(colors);
tmp.Apply(false);
diff --git a/Assets/Shaders/MeshPaintBrush.shader b/Assets/Shaders/MeshPaintBrush.shader
index a7ff0f0..348f379 100644
--- a/Assets/Shaders/MeshPaintBrush.shader
+++ b/Assets/Shaders/MeshPaintBrush.shader
@@ -103,6 +103,42 @@ Shader "Hidden/MeshPaintBrush"
}
ENDCG
}
+
+ // Pass 1 - coverage: rasterizes the mesh in UV space (identical vertex transform to
+ // the brush) and writes alpha = 1 on exactly the texels the brush can paint. Used to
+ // seed the dilation guard (display RT alpha) so it matches the GPU rasterizer instead
+ // of a CPU point-in-triangle approximation. Texels the brush can never reach (sub-pixel
+ // island borders) stay alpha = 0 -> the gutter, so dilation can still overpaint them.
+ Pass
+ {
+ ZTest Always
+ ZWrite Off
+ Cull Off
+ Blend Off
+ ColorMask A
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #include "UnityCG.cginc"
+
+ struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
+ struct v2f { float4 pos : SV_POSITION; };
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ float2 p = v.uv * 2.0 - 1.0;
+ #if UNITY_UV_STARTS_AT_TOP
+ p.y = -p.y;
+ #endif
+ o.pos = float4(p, 0.0, 1.0);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target { return fixed4(0, 0, 0, 1); }
+ ENDCG
+ }
}
Fallback Off
}