using System;
using UnityEngine;
public partial class MeshPainter
{
// --- Pipette (eyedropper) ---
//
// A sampling MODE rather than a paint channel: while active (Shift or Ctrl held, or the HUD toggle), a
// left-click raycasts onto ANY surface (not just the paint mesh) and reads every channel value at
// the hit point (albedo, metallic, smoothness, occlusion, emission) into the brush properties -
// with every opacity/alpha forced to 1 so re-painting reproduces the picked look at full strength.
//
// On a FOREIGN object the pick is a HYBRID: the data channels (metallic/smoothness/occlusion/
// emission) come texel-exact from the material (raw, UNLIT), while albedo is taken from the
// rendered, fully-lit on-screen pixel ("what you see" - honours baked lightmaps/ambient/SSAO).
// This combines the PBR fidelity of the material read with the lit look of the screen. When no
// texel-exact material read is possible (no readable UV / headless) it falls back to a pure screen
// pick (lit albedo, data channels at defaults). Our own paint mesh and terrain are read texel-exact.
[Header("Brush - pipette (eyedropper)")]
[Tooltip("Pipette mode: a click samples ALL channel values at the hit point on ANY surface " +
"(albedo, metallic, smoothness, occlusion, emission) and adopts them into the brush " +
"(all alphas set to 1) instead of painting. On a foreign object the data channels are read " +
"texel-exact from the material while albedo comes from the lit on-screen pixel. Held button picks once.")]
public bool pipette = false;
///
/// Raised after a successful pick, once the brush has adopted the sampled values and all four
/// paint-channel flags have been enabled. The in-game HUD listens to re-sync its widgets.
///
public event Action Picked;
private bool _pickHeld; // edge tracking so a held button picks once, not every frame
// A terrain hit higher than this above the heightfield is a tree (trees share the terrain
// collider but stand proud of the ground); on the surface it is bare ground.
private const float TerrainFoliageHeightEpsilon = 0.3f;
///
/// Raycasts at a screen position against ANY collider, samples every channel value at the hit
/// (texel-exact where possible) and copies it into the brush, forcing all opacities/alphas to
/// 1 and enabling every paint channel. Reads regardless of which channels are currently toggled.
/// Pick paths, by what was hit:
/// - our paint mesh -> texel-exact from the painted maps (full PBR);
/// - terrain ground -> blend of the terrain layers by their splat weights (full PBR);
/// - terrain tree / detail -> the rendered on-screen colour (no per-instance renderer/UV);
/// - any foreign object -> hybrid: data channels texel-exact from the material, albedo from
/// the rendered, fully-lit on-screen pixel (baked lightmaps/ambient/SSAO);
/// - anything else / sky -> the rendered on-screen colour.
///
private void PickAtScreen(Vector2 screenPos)
{
bool ok;
if (TryRaycastAny(screenPos, out RaycastHit hit))
{
if (hit.collider == _collider)
ok = PickFromPaintTextures(hit);
else
{
Terrain terrain = hit.collider is TerrainCollider ? hit.collider.GetComponent() : null;
if (terrain)
ok = PickFromTerrain(terrain, hit, screenPos);
else
ok = PickFromForeignHybrid(hit, screenPos);
}
}
else
{
// Ray left the scene entirely (e.g. foliage silhouetted against the sky): the
// on-screen pixel is the only thing to sample.
ok = PickFromScreen(screenPos);
}
if (!ok) return;
FinalizePick();
}
///
/// Common tail of every successful pick: forces all opacities/alphas to 1, enables every paint
/// channel (a whole-material pick implies repainting all of it), leaves pipette mode (one-shot)
/// and notifies listeners (the in-game HUD) to re-sync their widgets.
///
private void FinalizePick()
{
metallicSmoothnessOpacity = 1f;
occlusionOpacity = 1f;
paintAlbedo = true;
paintMetallicSmoothness = true;
paintOcclusion = true;
paintEmission = true;
pipette = false;
Picked?.Invoke();
}
///
/// Picks from our own painted maps at the hit texel (bit-exact, backend-agnostic).
///
private bool PickFromPaintTextures(RaycastHit hit)
{
if (_verts == null || _uvs == null || _tris == null || hit.triangleIndex < 0) return false;
int t = hit.triangleIndex;
if (t * 3 + 2 >= _tris.Length) return false;
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
// UV at the hit via barycentric interpolation of the cached UVs - same UV space the
// brush paints into, so the sampled texel is exactly the one that would be painted.
Vector3 bc = hit.barycentricCoordinate;
Vector2 uv = _uvs[i0] * bc.x + _uvs[i1] * bc.y + _uvs[i2] * bc.z;
int px = Mathf.Clamp(Mathf.FloorToInt(uv.x * textureSize), 0, textureSize - 1);
int py = Mathf.Clamp(Mathf.FloorToInt(uv.y * textureSize), 0, textureSize - 1);
int idx = py * textureSize + px;
// ReadCanonical gives material layout for either backend:
// albedo -> sRGB RGB
// MSO -> R = metallic, G = occlusion, A = smoothness (linear data)
// emission -> sRGB RGB
Color32[] alb = ReadCanonical(MAP_ALBEDO);
Color32[] mso = ReadCanonical(MAP_MSO);
Color32[] em = ReadCanonical(MAP_EM);
if (idx < 0 || idx >= alb.Length || idx >= mso.Length || idx >= em.Length) return false;
Color32 a = alb[idx];
Color32 m = mso[idx];
Color32 e = em[idx];
// sRGB bytes map straight back into the gamma-space brush colours (round-trips exactly).
brushColor = new Color(a.r / 255f, a.g / 255f, a.b / 255f, 1f);
metallic = m.r / 255f;
occlusion = m.g / 255f;
smoothness = m.a / 255f;
emissionColor = new Color(e.r / 255f, e.g / 255f, e.b / 255f, 1f);
return true;
}
///
/// Hybrid foreign-object pick: the data channels (metallic/smoothness/occlusion/emission) come
/// texel-exact from the material via (raw, unlit), while
/// albedo is overwritten with the rendered, fully-lit on-screen pixel ("what you see" - honours
/// baked lightmaps/ambient/SSAO). When no texel-exact material read is possible (no readable UV /
/// headless) it falls back to a pure screen pick (lit albedo, data channels at defaults).
///
private bool PickFromForeignHybrid(RaycastHit hit, Vector2 screenPos)
{
if (PickFromForeignMaterial(hit))
{
// Keep the material's texel-exact PBR; replace only albedo with the lit on-screen colour.
// No camera (headless) -> keep the material's raw albedo rather than failing the pick.
if (TrySampleScreenColor(screenPos, out Color lit))
brushColor = new Color(Mathf.Clamp01(lit.r), Mathf.Clamp01(lit.g), Mathf.Clamp01(lit.b), 1f);
return true;
}
// No texel-exact material read possible (no renderer/UV, or non-readable mesh behind a convex
// collider): fall back to the lit screen pixel alone (data channels reset to defaults).
return PickFromScreen(screenPos);
}
///
/// Picks from a foreign object's material at the hit UV: texel-exact texture samples
/// (where a UV at the hit can be resolved and the map exists) combined with the material
/// scalars per the URP/Lit conventions, with scalar fallbacks everywhere else.
///
private bool PickFromForeignMaterial(RaycastHit hit)
{
Collider col = hit.collider;
if (!col) return false;
Renderer rend = col.GetComponent();
if (!rend) rend = col.GetComponentInParent();
if (!rend) return false;
Material mat = rend.sharedMaterial;
if (!mat) return false;
// A UV at the hit is required to sample any material map texel-exact. hit.textureCoord is
// only populated for a NON-convex MeshCollider; convex MeshColliders and primitive colliders
// (Box/Sphere/Capsule/Terrain) return Vector2.zero. In that case recover the UV from the
// renderer's own mesh (ray vs. triangles), which works for any solid collider whose mesh is
// readable.
Vector2 uv;
bool hasUv;
if (col is MeshCollider mc && !mc.convex && hit.triangleIndex >= 0)
{
uv = hit.textureCoord;
hasUv = true;
}
else
{
hasUv = TryRecoverMeshUv(rend, hit, out uv);
}
// A base map exists but no UV could be resolved (e.g. a non-readable mesh behind a convex
// collider): a texel-exact read is impossible, so defer to the rendered on-screen pixel,
// which at least reflects the texture - rather than silently picking the flat _BaseColor.
if (!hasUv && GetTexProp(mat, "_BaseMap", "_MainTex")) return false;
// --- Albedo: BaseMap (sRGB) * BaseColor ---
Color baseCol = GetColorProp(mat, "_BaseColor", "_Color", Color.white);
Texture baseTex = GetTexProp(mat, "_BaseMap", "_MainTex");
Color albedo = baseCol;
if (hasUv && baseTex)
albedo = SampleTexel(baseTex, ApplyST(mat, "_BaseMap", "_MainTex", uv), true) * baseCol;
brushColor = new Color(Mathf.Clamp01(albedo.r), Mathf.Clamp01(albedo.g), Mathf.Clamp01(albedo.b), 1f);
// --- Metallic / Smoothness: MetallicGloss map (linear) ---
// URP/Lit: metallic = map.r ; smoothness = map.a * _Smoothness (or _Metallic/_Glossiness scalars).
float metallicVal = GetFloatProp(mat, "_Metallic", null, 0f);
float smoothVal = GetFloatProp(mat, "_Smoothness", "_Glossiness", 0.5f);
Texture mgTex = GetTexProp(mat, "_MetallicGlossMap", null);
if (hasUv && mgTex)
{
Color mg = SampleTexel(mgTex, ApplyST(mat, "_MetallicGlossMap", null, uv), false);
metallicVal = mg.r;
smoothVal = mg.a * smoothVal;
}
metallic = Mathf.Clamp01(metallicVal);
smoothness = Mathf.Clamp01(smoothVal);
// --- Occlusion: OcclusionMap.g (linear), lerp(1, g, strength) ---
float occStrength = GetFloatProp(mat, "_OcclusionStrength", null, 1f);
float occ = 1f;
Texture occTex = GetTexProp(mat, "_OcclusionMap", null);
if (hasUv && occTex)
occ = Mathf.Lerp(1f, SampleTexel(occTex, ApplyST(mat, "_OcclusionMap", null, uv), false).g, occStrength);
occlusion = Mathf.Clamp01(occ);
// --- Emission: EmissionMap (sRGB) * EmissionColor ---
Color emColor = GetColorProp(mat, "_EmissionColor", null, Color.black);
Texture emTex = GetTexProp(mat, "_EmissionMap", null);
Color emCol = emColor;
if (hasUv && emTex)
emCol = SampleTexel(emTex, ApplyST(mat, "_EmissionMap", null, uv), true) * emColor;
emissionColor = new Color(Mathf.Clamp01(emCol.r), Mathf.Clamp01(emCol.g), Mathf.Clamp01(emCol.b), 1f);
return true;
}
///
/// Picks at a terrain hit. The TerrainCollider also carries the painted TREES (which sit above
/// the heightfield and expose no per-instance renderer/UV here), and grass/mushroom DETAILS have
/// no collider at all:
/// - hit above the surface -> a tree: adopt the rendered on-screen colour;
/// - hit on a cell that has grass/mushroom detail -> adopt the on-screen colour;
/// - otherwise (bare ground) -> blend the terrain layers by their splat weights (full PBR).
///
private bool PickFromTerrain(Terrain terrain, RaycastHit hit, Vector2 screenPos)
{
TerrainData td = terrain.terrainData;
if (!td) return false;
Vector3 tpos = terrain.transform.position;
Vector3 size = td.size;
if (size.x <= 1e-4f || size.z <= 1e-4f) return false;
// Trees share the terrain collider but stand proud of the heightfield.
float surfaceY = terrain.SampleHeight(hit.point) + tpos.y;
if (hit.point.y > surfaceY + TerrainFoliageHeightEpsilon)
return PickFromScreen(screenPos);
Vector3 local = hit.point - tpos;
float nx = Mathf.Clamp01(local.x / size.x);
float nz = Mathf.Clamp01(local.z / size.z);
// Grass/mushroom detail rendered on this ground cell -> what's visible there is the
// foliage (which has no collider of its own), so trust the screen pixel.
if (TerrainHasDetail(td, nx, nz))
return PickFromScreen(screenPos);
return PickFromTerrainLayers(td, local, nx, nz);
}
///
/// Blends the terrain's layers at a ground point by their splat (alphamap) weights: the weighted
/// diffuse colour becomes albedo and the weighted per-layer metallic/smoothness scalars feed
/// those channels; occlusion is 1 and emission black. Terrain has no Renderer/material, so this
/// is the only way to read its surface.
///
private bool PickFromTerrainLayers(TerrainData td, Vector3 local, float nx, float nz)
{
int aw = td.alphamapWidth, ah = td.alphamapHeight;
int mapX = Mathf.Clamp(Mathf.FloorToInt(nx * aw), 0, aw - 1);
int mapZ = Mathf.Clamp(Mathf.FloorToInt(nz * ah), 0, ah - 1);
float[,,] weights = td.GetAlphamaps(mapX, mapZ, 1, 1);
TerrainLayer[] layers = td.terrainLayers;
int count = Mathf.Min(layers.Length, weights.GetLength(2));
Color albedo = Color.black;
float metallicVal = 0f, smoothVal = 0f, weightSum = 0f;
for (int i = 0; i < count; i++)
{
TerrainLayer L = layers[i];
if (L == null) continue;
float w = weights[0, 0, i];
if (w <= 0f) continue;
Color col = Color.gray;
if (L.diffuseTexture)
{
// Terrain tiles each layer across the world by tileSize (metres); sample that texel.
Vector2 uv = new Vector2(
(local.x - L.tileOffset.x) / Mathf.Max(1e-4f, L.tileSize.x),
(local.z - L.tileOffset.y) / Mathf.Max(1e-4f, L.tileSize.y));
col = SampleTexel(L.diffuseTexture, uv, true);
}
albedo += col * w;
metallicVal += L.metallic * w;
smoothVal += L.smoothness * w;
weightSum += w;
}
if (weightSum <= 1e-4f) return false;
float inv = 1f / weightSum; // alphamap weights normally sum to 1, but guard anyway
brushColor = new Color(Mathf.Clamp01(albedo.r * inv), Mathf.Clamp01(albedo.g * inv), Mathf.Clamp01(albedo.b * inv), 1f);
metallic = Mathf.Clamp01(metallicVal * inv);
smoothness = Mathf.Clamp01(smoothVal * inv);
occlusion = 1f;
emissionColor = new Color(0f, 0f, 0f, 1f);
return true;
}
///
/// True when any grass/mushroom detail layer has coverage at the given normalized terrain
/// position - i.e. foliage (which carries no collider) is rendered on that ground cell.
///
private static bool TerrainHasDetail(TerrainData td, float nx, float nz)
{
int dw = td.detailWidth, dh = td.detailHeight;
if (dw <= 0 || dh <= 0) return false;
int dx = Mathf.Clamp(Mathf.FloorToInt(nx * dw), 0, dw - 1);
int dy = Mathf.Clamp(Mathf.FloorToInt(nz * dh), 0, dh - 1);
int layerCount = td.detailPrototypes.Length;
for (int i = 0; i < layerCount; i++)
{
int[,] d = td.GetDetailLayer(dx, dy, 1, 1, i);
if (d[0, 0] > 0) return true;
}
return false;
}
///
/// Fallback colour pick: reads the rendered pixel under the cursor (the paint camera re-rendered
/// to a temporary target, so it works on either render pipeline). Used for surfaces that can't be
/// sampled texel-exact - terrain trees and grass/mushroom details (no per-instance renderer/UV)
/// and anything hit without a readable material, plus rays that miss all geometry. Only albedo is
/// meaningful from a screen pixel; the data channels default to matte/unoccluded/no-emission.
///
private bool PickFromScreen(Vector2 screenPos)
{
if (!TrySampleScreenColor(screenPos, out Color c)) return false;
brushColor = new Color(Mathf.Clamp01(c.r), Mathf.Clamp01(c.g), Mathf.Clamp01(c.b), 1f);
metallic = 0f;
smoothness = 0f;
occlusion = 1f;
emissionColor = new Color(0f, 0f, 0f, 1f);
return true;
}
///
/// Reads the rendered pixel under the cursor (the paint camera re-rendered to a temporary target,
/// so it works on either render pipeline) without touching any brush channel. Returns the fully-lit
/// on-screen colour - what is visible, including baked lightmaps/ambient/SSAO. False when no camera
/// is bound (headless). Shared by and the hybrid albedo override.
///
private bool TrySampleScreenColor(Vector2 screenPos, out Color color)
{
color = default;
Camera cam = paintCamera;
if (!cam) return false;
int w = Mathf.Max(1, cam.pixelWidth), h = Mathf.Max(1, cam.pixelHeight);
RenderTexture rt = RenderTexture.GetTemporary(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
RenderTexture prevTarget = cam.targetTexture;
RenderTexture prevActive = RenderTexture.active;
cam.targetTexture = rt;
cam.Render();
RenderTexture.active = rt;
var tmp = new Texture2D(1, 1, TextureFormat.RGBA32, false, false);
int px = Mathf.Clamp(Mathf.RoundToInt(screenPos.x), 0, w - 1);
int py = Mathf.Clamp(Mathf.RoundToInt(screenPos.y), 0, h - 1);
tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
tmp.Apply(false);
color = tmp.GetPixel(0, 0);
cam.targetTexture = prevTarget;
RenderTexture.active = prevActive;
RenderTexture.ReleaseTemporary(rt);
if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
return true;
}
// --- Material read helpers (name-tolerant: URP and legacy Standard) ---
private static Color GetColorProp(Material m, string nameA, string nameB, Color fallback)
{
if (m.HasProperty(nameA)) return m.GetColor(nameA);
if (nameB != null && m.HasProperty(nameB)) return m.GetColor(nameB);
return fallback;
}
private static float GetFloatProp(Material m, string nameA, string nameB, float fallback)
{
if (m.HasProperty(nameA)) return m.GetFloat(nameA);
if (nameB != null && m.HasProperty(nameB)) return m.GetFloat(nameB);
return fallback;
}
private static Texture GetTexProp(Material m, string nameA, string nameB)
{
if (m.HasProperty(nameA)) { Texture t = m.GetTexture(nameA); if (t) return t; }
if (nameB != null && m.HasProperty(nameB)) { Texture t = m.GetTexture(nameB); if (t) return t; }
return null;
}
private static Vector2 ApplyST(Material m, string nameA, string nameB, Vector2 uv)
{
string prop = m.HasProperty(nameA) ? nameA : (nameB != null && m.HasProperty(nameB) ? nameB : null);
if (prop == null) return uv;
Vector2 s = m.GetTextureScale(prop);
Vector2 o = m.GetTextureOffset(prop);
return new Vector2(uv.x * s.x + o.x, uv.y * s.y + o.y);
}
///
/// Samples a single texel from a texture at a UV (texel-exact). Uses GetPixelBilinear when the
/// texture is CPU-readable; otherwise blits it to a temporary RenderTexture and reads back the
/// one texel, so it works regardless of the texture's "Read/Write" import flag. selects the colour space so the returned value matches the readable path
/// (gamma for colour maps, linear for data maps).
///
private static Color SampleTexel(Texture tex, Vector2 uv, bool srgb)
{
Texture2D t2d = tex as Texture2D;
if (t2d != null && t2d.isReadable)
return t2d.GetPixelBilinear(uv.x, uv.y);
int w = Mathf.Max(1, tex.width), h = Mathf.Max(1, tex.height);
var rw = srgb ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear;
RenderTexture rt = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, rw);
RenderTexture prev = RenderTexture.active;
Graphics.Blit(tex, rt);
RenderTexture.active = rt;
var tmp = new Texture2D(1, 1, TextureFormat.RGBA32, false, !srgb);
int px = Mathf.Clamp(Mathf.FloorToInt(Mathf.Repeat(uv.x, 1f) * w), 0, w - 1);
int py = Mathf.Clamp(Mathf.FloorToInt(Mathf.Repeat(uv.y, 1f) * h), 0, h - 1);
tmp.ReadPixels(new Rect(px, py, 1, 1), 0, 0, false);
tmp.Apply(false);
Color c = tmp.GetPixel(0, 0);
RenderTexture.active = prev;
RenderTexture.ReleaseTemporary(rt);
if (Application.isPlaying) Destroy(tmp); else DestroyImmediate(tmp);
return c;
}
///
/// Recovers the UV at a hit point by intersecting the camera ray with the renderer's own mesh
/// (Moller-Trumbore against each triangle, nearest hit wins). Needed when the collider that was
/// hit cannot supply hit.textureCoord - a convex MeshCollider or any primitive collider. Requires
/// a MeshFilter whose mesh is readable and UV-mapped; returns false otherwise so the caller can
/// fall back. A one-shot click cost, so the O(triangles) sweep is acceptable.
///
private bool TryRecoverMeshUv(Renderer rend, RaycastHit hit, out Vector2 uv)
{
uv = default;
if (!rend) return false;
MeshFilter mf = rend.GetComponent();
Mesh mesh = mf ? mf.sharedMesh : null;
if (!mesh || !mesh.isReadable) return false;
Vector2[] uvs = mesh.uv;
if (uvs == null || uvs.Length == 0) return false;
Vector3[] verts = mesh.vertices;
int[] tris = mesh.triangles;
// Ray from the paint camera through the surface point (its UV is what we want). Fall back to
// shooting along the inverted hit normal when no camera is bound.
Vector3 ro, rd;
if (paintCamera)
{
ro = paintCamera.transform.position;
rd = (hit.point - ro).normalized;
}
else
{
rd = -hit.normal;
ro = hit.point - rd * 0.01f;
}
Matrix4x4 l2w = rend.transform.localToWorldMatrix;
float bestT = float.MaxValue;
Vector3 bestBary = default;
int bestTri = -1;
for (int i = 0; i + 2 < tris.Length; i += 3)
{
Vector3 a = l2w.MultiplyPoint3x4(verts[tris[i]]);
Vector3 b = l2w.MultiplyPoint3x4(verts[tris[i + 1]]);
Vector3 c = l2w.MultiplyPoint3x4(verts[tris[i + 2]]);
if (RayTriangle(ro, rd, a, b, c, out float t, out float u, out float v) && t < bestT)
{
bestT = t;
bestBary = new Vector3(1f - u - v, u, v);
bestTri = i;
}
}
if (bestTri < 0) return false;
uv = uvs[tris[bestTri]] * bestBary.x + uvs[tris[bestTri + 1]] * bestBary.y + uvs[tris[bestTri + 2]] * bestBary.z;
return true;
}
///
/// Moller-Trumbore ray/triangle intersection. On a hit, is the ray distance
/// and (, ) are the barycentric weights of vertices b and
/// c (vertex a's weight is 1 - u - v). Small epsilons admit edge hits.
///
private static bool RayTriangle(Vector3 ro, Vector3 rd, Vector3 a, Vector3 b, Vector3 c,
out float t, out float u, out float v)
{
t = u = v = 0f;
const float eps = 1e-7f;
Vector3 e1 = b - a, e2 = c - a;
Vector3 p = Vector3.Cross(rd, e2);
float det = Vector3.Dot(e1, p);
if (det > -eps && det < eps) return false; // ray parallel to the triangle
float inv = 1f / det;
Vector3 tvec = ro - a;
u = Vector3.Dot(tvec, p) * inv;
if (u < -1e-4f || u > 1f + 1e-4f) return false;
Vector3 q = Vector3.Cross(tvec, e1);
v = Vector3.Dot(rd, q) * inv;
if (v < -1e-4f || u + v > 1f + 1e-4f) return false;
t = Vector3.Dot(e2, q) * inv;
return t > eps;
}
}