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>
102 lines
4.0 KiB
Plaintext
102 lines
4.0 KiB
Plaintext
// Brush preview overlay: shows the brush footprint (size + mask) on the mesh
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// WITHOUT painting. Two modes, selected via _PreviewMode:
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//
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// 0 = On-surface: the baked mesh is drawn again (object transform) and each
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// fragment runs the SAME sphere + mask test as the paint shader, in local mesh
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// space (_BrushCenter/_BrushU/_BrushV/_BrushNormal/_BrushRadius). So the
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// preview wraps over curvature and across UV seams exactly like the paint
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// would land. Depth test (LEqual) + a slight polygon offset keep it glued to
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// the surface and correctly occluded by closer geometry.
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//
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// 1 = Flat decal quad: a single quad oriented in the tangent plane; the mask is
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// sampled straight from the quad UVs (0..1 already spans the stamp, so it
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// lines up 1:1 with the on-surface mapping). Flat - does not follow curvature.
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//
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// Unlit, transparent (SRPDefaultUnlit) so URP renders it via Graphics.DrawMesh. The
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// mask drives the alpha (luma * alpha * _PreviewOpacity), tinted with _BrushColor.
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Shader "Hidden/MeshPaintPreview"
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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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Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" }
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Pass
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{
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ZWrite Off
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ZTest LEqual
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Cull Off
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Offset -1, -1 // pull the overlay toward the camera so it wins over the painted surface
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Blend SrcAlpha 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 (on-surface mode)
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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 _PreviewOpacity; // overall preview alpha multiplier (>1 saturates to fully opaque)
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float _PreviewMode; // 0 = on-surface (mesh), 1 = flat decal quad
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sampler2D _MaskTex;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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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; // object-space position (on-surface box test)
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float2 uv : TEXCOORD1; // quad uv (decal sampling)
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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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o.pos = UnityObjectToClipPos(v.vertex);
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o.local = v.vertex.xyz;
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o.uv = v.uv;
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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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float2 muv;
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if (_PreviewMode < 0.5)
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{
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// On-surface: same brush-sphere test as the paint shader, in local space.
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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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clip(_BrushRadius * _BrushRadius - (du * du + dv * dv + dn * dn));
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muv = float2(du, dv) / _BrushRadius * 0.5 + 0.5;
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}
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else
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{
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// Flat decal quad: uv already spans the stamp.
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muv = i.uv;
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}
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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 * _PreviewOpacity;
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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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}
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Fallback Off
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}
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