Files
chameleon/Assets/Shaders/MeshPaintPreview.shader
T
adminandClaude Opus 4.8 1f42c990fb MeshPainter: Kugel-Brush statt Box, cornerGuard entfernt
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>
2026-07-14 22:11:41 +02:00

102 lines
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// Brush preview overlay: shows the brush footprint (size + mask) on the mesh
// WITHOUT painting. Two modes, selected via _PreviewMode:
//
// 0 = On-surface: the baked mesh is drawn again (object transform) and each
// fragment runs the SAME sphere + mask test as the paint shader, in local mesh
// space (_BrushCenter/_BrushU/_BrushV/_BrushNormal/_BrushRadius). So the
// preview wraps over curvature and across UV seams exactly like the paint
// would land. Depth test (LEqual) + a slight polygon offset keep it glued to
// the surface and correctly occluded by closer geometry.
//
// 1 = Flat decal quad: a single quad oriented in the tangent plane; the mask is
// sampled straight from the quad UVs (0..1 already spans the stamp, so it
// lines up 1:1 with the on-surface mapping). Flat - does not follow curvature.
//
// Unlit, transparent (SRPDefaultUnlit) so URP renders it via Graphics.DrawMesh. The
// mask drives the alpha (luma * alpha * _PreviewOpacity), tinted with _BrushColor.
Shader "Hidden/MeshPaintPreview"
{
Properties
{
_BrushColor ("Brush Color", Color) = (1,0,0,1)
_MaskTex ("Brush Mask", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Transparent" "Queue" = "Transparent" "IgnoreProjector" = "True" }
Pass
{
ZWrite Off
ZTest LEqual
Cull Off
Offset -1, -1 // pull the overlay toward the camera so it wins over the painted surface
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _BrushColor;
float3 _BrushCenter; // brush center in local mesh space (on-surface mode)
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
float _PreviewOpacity; // overall preview alpha multiplier (>1 saturates to fully opaque)
float _PreviewMode; // 0 = on-surface (mesh), 1 = flat decal quad
sampler2D _MaskTex;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float3 local : TEXCOORD0; // object-space position (on-surface box test)
float2 uv : TEXCOORD1; // quad uv (decal sampling)
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.local = v.vertex.xyz;
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float2 muv;
if (_PreviewMode < 0.5)
{
// On-surface: same brush-sphere test as the paint shader, in local space.
float3 d = i.local - _BrushCenter;
float du = dot(d, _BrushU);
float dv = dot(d, _BrushV);
float dn = dot(d, _BrushNormal);
clip(_BrushRadius * _BrushRadius - (du * du + dv * dv + dn * dn));
muv = float2(du, dv) / _BrushRadius * 0.5 + 0.5;
}
else
{
// Flat decal quad: uv already spans the stamp.
muv = i.uv;
}
fixed4 m = tex2D(_MaskTex, muv);
float luma = dot(m.rgb, fixed3(0.299, 0.587, 0.114));
float opacity = luma * m.a * _PreviewOpacity;
clip(opacity - 1e-4); // skip fully transparent texels
return fixed4(_BrushColor.rgb, opacity);
}
ENDCG
}
}
Fallback Off
}