Files
chameleon/Assets/Shaders/MeshPaintBrush.shader
T
adminandClaude Opus 4.8 1b783a39be Fur: Albedo-gekoppelte Länge, Toggle-Gate, Soft-Edge, World-Gravity, Pipette & FP-Hide
- Fur-Map trägt nur noch R = Länge (linearer Datenkanal); Farbe kommt per-texel
  aus der Live-Albedo-RT (an _BaseMap des Shell-Shaders gebunden)
- Toggle_Fur als echtes Gate (IsChannelActive = fur), Default aus, furLength 0.5
- Weicher Alpha-Übergang (radial/tip/length coverage) statt Hard-Clip; Transparent-
  Pass mit Depth-Bias (Offset -1,-1) gegen Body-Durchflimmern
- Root dunkler / Tip heller aus gemalter Farbe abgeleitet (kein Fix-Tint)
- Gravity/Curl in World-Space nach Transform (unabhängig von Mesh-Rotation)
- Pipette aktiviert Fur-Toggle immer; liest R-Kanal als Länge
- First-Person blendet FurShellRenderer mit aus
- Netzwerk (FlagFur), Undo, Persistence (fur.png R=Länge) mitgezogen

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 23:40:58 +02:00

145 lines
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// GPU brush: paints a square mask stamp seamlessly into the paint texture.
//
// In the vertex shader the mesh is "unwrapped" into the texture layout using its
// UVs (uv -> clip space), while the actual local 3D position of the vertex is
// passed through to the fragment shader. There, per texel, the offset to the brush
// center (_BrushCenter, in local mesh space) is projected onto the stamp's tangent
// frame: _BrushU (right), _BrushV (up) and _BrushNormal. The texel is painted only
// if it lies inside the box (|du|,|dv|,|dn| <= _BrushRadius); the brush mask
// (_MaskTex, sampled along du/dv) then provides the per-texel OPACITY:
// opacity = luma(mask.rgb) * mask.a * _BrushColor.a
// and the color is alpha-blended over the existing paint (source-over). So a mask
// gray value of 0.5 paints at 50%, white = full, black/transparent = nothing.
//
// This bridges UV seams automatically: triangles on both sides of a seam share the
// same 3D edge and are captured by the same brush stamp, no matter where they lie in
// the UV layout (identical behavior to the CPU path).
Shader "Hidden/MeshPaintBrush"
{
Properties
{
_BrushColor ("Brush Color", Color) = (1,0,0,1)
_MaskTex ("Brush Mask", 2D) = "white" {}
_ColorWriteMask ("Color Write Mask", Float) = 15
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
ZTest Always
ZWrite Off
Cull Off
// Per-channel write mask: lets the shared mask map (R=metallic, G=smoothness,
// B=occlusion) be painted by metallic/smoothness and occlusion independently.
// ColorWriteMask bits: R=8, G=4, B=2, A=1 (15 = all). Alpha (coverage) is always
// written so the dilation pass still sees the freshly painted texels.
ColorMask [_ColorWriteMask]
// Source-over for color; alpha accumulates coverage toward 1 (painted marker
// for the dilation pass). Soft edges keep partial alpha.
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _BrushColor;
float3 _BrushCenter; // brush center in local mesh space
float3 _BrushU; // stamp right axis (unit, local space)
float3 _BrushV; // stamp up axis (unit, local space)
float3 _BrushNormal; // surface normal at the hit (unit, local space)
float _BrushRadius; // stamp half-extent in local mesh space
sampler2D _MaskTex;
struct appdata
{
float4 vertex : POSITION; // local 3D position
float2 uv : TEXCOORD0; // UV (target in the texture layout)
};
struct v2f
{
float4 pos : SV_POSITION;
float3 local : TEXCOORD0; // interpolated local 3D position
};
v2f vert (appdata v)
{
v2f o;
// UV (0..1) -> clip space (-1..1). This makes the GPU rasterize
// each triangle exactly at its place in the texture.
float2 p = v.uv * 2.0 - 1.0;
#if UNITY_UV_STARTS_AT_TOP
p.y = -p.y; // compensate the RenderTexture Y-flip (D3D etc.)
#endif
o.pos = float4(p, 0.0, 1.0);
o.local = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Offset from the brush center, projected onto the stamp frame.
float3 d = i.local - _BrushCenter;
float du = dot(d, _BrushU);
float dv = dot(d, _BrushV);
float dn = dot(d, _BrushNormal);
// Square stamp in the tangent plane + depth bound (keeps the seam-
// bridging 3D behavior while preventing bleed to far surfaces).
clip(_BrushRadius - abs(du));
clip(_BrushRadius - abs(dv));
clip(_BrushRadius - abs(dn));
// Mask -> opacity. du/dv in [-r,r] -> uv in [0,1].
float2 muv = float2(du, dv) / _BrushRadius * 0.5 + 0.5;
fixed4 m = tex2D(_MaskTex, muv);
float luma = dot(m.rgb, fixed3(0.299, 0.587, 0.114));
float opacity = luma * m.a * _BrushColor.a;
clip(opacity - 1e-4); // skip fully transparent texels
return fixed4(_BrushColor.rgb, opacity);
}
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
}