Stamp testet den Brush wieder als 3D-Kugel (du²+dv²+dn² = r²) statt als Box (|du|,|dv|,|dn| = r) — konsistent über CPU, GPU-Brush und Preview. Die Box reichte diagonal bis r·√3 und spannte einen 2r-dicken Slab entlang der Normale, wodurch an Nähten/Kanten/dünner Geometrie auf die Gegenseite/Nachbarinseln gemalt wurde. Die Kugel reicht in jede Richtung exakt r und überbrückt echte 3D-Nähte weiterhin, greift aber nicht mehr über r hinaus. cornerGuard war nur ein Pflaster gegen genau diesen Box-Übergriff und ist damit überflüssig: Config-Felder, Suppress-Check und Helper (DabWrapsAroundCorner, CornerWrapFraction, InBrushBox, SquareReach) entfernt. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
144 lines
6.0 KiB
Plaintext
144 lines
6.0 KiB
Plaintext
// 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 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 brush SPHERE (du²+dv²+dn² <= _BrushRadius²) - isotropic reach
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// like the original circle brush, so the dab never bleeds across a seam / around a
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// corner. The mask (_MaskTex, sampled along du/dv) then provides the per-texel OPACITY:
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// opacity = luma(mask.rgb) * mask.a * _BrushColor.a
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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 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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_ColorWriteMask ("Color Write Mask", Float) = 15
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" }
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Pass
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{
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ZTest Always
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ZWrite Off
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Cull Off
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// Per-channel write mask: lets the shared mask map (R=metallic, G=smoothness,
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// B=occlusion) be painted by metallic/smoothness and occlusion independently.
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// ColorWriteMask bits: R=8, G=4, B=2, A=1 (15 = all). Alpha (coverage) is always
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// written so the dilation pass still sees the freshly painted texels.
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ColorMask [_ColorWriteMask]
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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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#pragma fragment frag
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#include "UnityCG.cginc"
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float4 _BrushColor;
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float3 _BrushCenter; // brush center 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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sampler2D _MaskTex;
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struct appdata
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{
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float4 vertex : POSITION; // local 3D position
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float2 uv : TEXCOORD0; // UV (target in the texture layout)
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float3 local : TEXCOORD0; // interpolated local 3D position
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};
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v2f vert (appdata v)
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{
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v2f o;
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// UV (0..1) -> clip space (-1..1). This makes the GPU rasterize
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// each triangle exactly at its place in the texture.
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float2 p = v.uv * 2.0 - 1.0;
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#if UNITY_UV_STARTS_AT_TOP
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p.y = -p.y; // compensate the RenderTexture Y-flip (D3D etc.)
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#endif
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o.pos = float4(p, 0.0, 1.0);
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o.local = v.vertex.xyz;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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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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// Brush sphere: isotropic reach r in every direction, so the dab bridges seams
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// (both sides of a 3D edge) yet never bleeds onto far/adjacent surfaces past r.
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clip(_BrushRadius * _BrushRadius - (du * du + dv * dv + dn * dn));
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// Mask -> opacity. The sphere guarantees |du|,|dv| <= 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 * _BrushColor.a;
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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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// Pass 1 - coverage: rasterizes the mesh in UV space (identical vertex transform to
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// the brush) and writes alpha = 1 on exactly the texels the brush can paint. Used to
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// seed the dilation guard (display RT alpha) so it matches the GPU rasterizer instead
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// of a CPU point-in-triangle approximation. Texels the brush can never reach (sub-pixel
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// island borders) stay alpha = 0 -> the gutter, so dilation can still overpaint them.
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Pass
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{
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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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ColorMask A
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; };
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struct v2f { float4 pos : SV_POSITION; };
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v2f vert (appdata v)
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{
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v2f o;
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float2 p = v.uv * 2.0 - 1.0;
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#if UNITY_UV_STARTS_AT_TOP
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p.y = -p.y;
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#endif
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o.pos = float4(p, 0.0, 1.0);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target { return fixed4(0, 0, 0, 1); }
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ENDCG
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}
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}
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Fallback Off
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}
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