On a foreign object the pipette now reads the data channels (metallic/smoothness/occlusion/emission) texel-exact from the material while taking albedo from the rendered, fully-lit on-screen pixel - so the picked colour honours baked lightmaps/ambient/SSAO while keeping the material's PBR fidelity. Falls back to a pure screen pick when no readable UV is available. Pull the render+readback out of PickFromScreen into a shared TrySampleScreenColor. The pipette now also arms on Ctrl (in addition to Shift), and Ctrl+wheel resizes the brush; the orbit camera ignores the wheel while either modifier is held so it does not zoom and resize at once. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
978 lines
41 KiB
C#
978 lines
41 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using Random = UnityEngine.Random; // System (for Action) also defines Random -> keep the UnityEngine one
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/// <summary>
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/// Live mesh painting in Play mode: paints the brush onto the mesh textures with the
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/// mouse. Three paint maps are driven at once (each can be toggled): albedo color
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/// (_BaseMap), an HDRP-style mask map (R = metallic, G = occlusion, A = smoothness; one
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/// texture bound to BOTH _MetallicGlossMap and _OcclusionMap) and emission (_EmissionMap).
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/// Metallic/smoothness and occlusion share that mask map but stay independently paintable.
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/// Two backends (switchable live via <see cref="useGpu"/>):
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/// GPU shader painting into RenderTextures (fast, default) and CPU rasterization
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/// (slower, identical result). Both paint seamlessly across UV seams because the brush
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/// is evaluated in 3D local space around the hit point, capturing triangles on both
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/// sides of a seam at once.
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///
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/// The brush is a square stamp in the surface tangent plane whose shape is given by a
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/// grayscale mask texture (the mask value = per-texel opacity). A list of masks is
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/// assignable in the Inspector; if it is empty a procedural circle mask is used, which
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/// reproduces the classic round brush. Attach to the GameObject you want to paint.
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///
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/// A non-destructive brush preview (size + mask) is shown at the hover point without
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/// painting (<see cref="previewMode"/>): either a flat decal quad or a real on-surface
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/// overlay that wraps the mesh exactly like the paint would land.
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/// </summary>
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[DisallowMultipleComponent]
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public partial class MeshPainter : MonoBehaviour
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{
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/// <summary>How the square stamp is oriented around the surface normal.</summary>
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public enum BrushAlignment
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{
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/// <summary>Stamp "up"/"right" follow the camera (projected onto the surface) - natural decal feel.</summary>
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Camera,
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/// <summary>Stamp "up" = world up (projected onto the surface) - stable, does not rotate with the camera.</summary>
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World
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}
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/// <summary>How the brush preview at the hover point is rendered.</summary>
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public enum BrushPreviewMode
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{
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/// <summary>No preview.</summary>
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Off,
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/// <summary>A flat quad in the tangent plane (cheap, does not follow curvature).</summary>
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FlatDecal,
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/// <summary>Real on-surface overlay: wraps the mesh exactly like the paint would land.</summary>
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OnSurface
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}
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/// <summary>When false, mouse painting is ignored. Driven by the GameModeManager (true only in
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/// PaintMode on the local owner). Defaults OFF so a painter that is not (yet) managed by a mode -
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/// the pre-spawn window, a remote replica, or any binding gap - never paints from local input.</summary>
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public bool PaintingEnabled { get; set; } = false;
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[Header("Backend")]
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[Tooltip("ON = GPU painting (fast), OFF = CPU painting. Can be toggled live in Play mode.")]
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public bool useGpu = true;
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[Header("Brush - channels")]
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[Tooltip("Paint the albedo (base color) map.")]
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public bool paintAlbedo = true;
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[Tooltip("Paint metallic + smoothness into the mask map (R = metallic, A = smoothness). " +
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"Shares one texture with occlusion but is toggled independently.")]
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public bool paintMetallicSmoothness = false;
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[Tooltip("Paint ambient occlusion into the mask map (G channel, also bound to _OcclusionMap). " +
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"Shares one texture with metallic/smoothness but is toggled independently.")]
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public bool paintOcclusion = false;
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[Tooltip("Paint the emission map (_EmissionMap).")]
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public bool paintEmission = false;
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[Header("Brush - albedo")]
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[Tooltip("Color used for painting. The alpha channel is the global opacity multiplier on " +
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"top of the mask (alpha 1 = mask opacity as-is, lower = fainter).")]
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public Color brushColor = Color.red;
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[Header("Brush - metallic / smoothness / occlusion")]
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[Tooltip("Metallic value painted into the mask map (0 = dielectric, 1 = metal).")]
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[Range(0f, 1f)]
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public float metallic = 0f;
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[Tooltip("Smoothness value painted into the mask map (0 = rough, 1 = glossy).")]
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[Range(0f, 1f)]
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public float smoothness = 0.5f;
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[Tooltip("Paint opacity for metallic + smoothness on top of the mask (1 = mask opacity " +
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"as-is, lower = blends the metallic/smoothness target in more faintly, 0 = no-op). " +
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"The albedo equivalent of brushColor.a, but for the metallic/smoothness channels.")]
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[Range(0f, 1f)]
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public float metallicSmoothnessOpacity = 1f;
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[Tooltip("Ambient occlusion painted into the mask map (1 = fully lit / no darkening, " +
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"0 = fully occluded / dark). NOTE: URP only darkens INDIRECT light (ambient + " +
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"reflections), so the effect is subtle under strong direct lighting. 1 = no-op.")]
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[Range(0f, 1f)]
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public float occlusion = 0.5f;
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[Tooltip("Paint opacity for occlusion on top of the mask (1 = mask opacity as-is, lower = " +
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"blends the occlusion target in more faintly, 0 = no-op). The albedo equivalent of " +
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"brushColor.a, but for the occlusion channel.")]
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[Range(0f, 1f)]
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public float occlusionOpacity = 1f;
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[Header("Brush - emission")]
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[Tooltip("Emission color painted into the map. Alpha = global opacity multiplier on top of the mask.")]
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public Color emissionColor = Color.black;
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[Tooltip("Global emission intensity multiplier on the painted emission (drives the material's _EmissionColor). " +
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"Above 1 makes the emission HDR/bloom-bright.")]
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public float emissionIntensity = 1f;
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[Header("Brush - shape")]
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[Tooltip("Brush half-extent in texels (= half the square side). Converted into a 3D size per hit.")]
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[Range(1, 256)]
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public int brushSize = 16;
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[Tooltip("Texels added/removed per mouse-wheel notch while Shift is held (paint mode brush resize).")]
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public int brushSizeScrollStep = 4;
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/// <summary>
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/// Raised after Shift+wheel changes <see cref="brushSize"/> so the in-game HUD can re-sync its
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/// brush-size slider (the slider then re-clamps the value to its own configured range).
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/// </summary>
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public event Action BrushSizeChanged;
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[Tooltip("Brush masks: the mask value (luminance x alpha) is the per-texel opacity " +
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"(gray = 50%). Empty = built-in circle (= classic round brush). Import grayscale " +
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"masks as Non-Color so midtones map 1:1; alpha-based masks (e.g. soft particles) work too.")]
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public List<Texture2D> brushMasks = new List<Texture2D>();
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[Tooltip("Index of the active mask in the list above. Out of range = built-in circle.")]
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public int activeBrushIndex = 0;
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[Tooltip("How the square stamp is oriented around the surface normal (only matters for non-symmetric masks).")]
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public BrushAlignment brushAlignment = BrushAlignment.Camera;
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[Tooltip("Extra rotation of the stamp around the surface normal, in degrees.")]
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[Range(-180f, 180f)]
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public float brushRotation = 0f;
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[Tooltip("ON = paint once on mouse-down, then only while the mouse moves (a held but " +
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"stationary button no longer keeps re-stamping the same spot). OFF = continuous painting while held.")]
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public bool paintOnMoveOnly = false;
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[Tooltip("Seconds between paint stamps while the button is held. 0 = paint every frame as " +
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"an interpolated, continuous stroke (as before). Above 0 = deposit one stamp at the " +
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"cursor every this many seconds (timed dabs, no movement interpolation - pairs well " +
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"with the spray can).")]
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[Min(0f)]
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public float paintInterval = 0f;
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[Header("Preview")]
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[Tooltip("Brush preview at the hover point (shows size + mask without painting). " +
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"Flat Decal = a flat quad in the tangent plane (cheap). On Surface = a real " +
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"overlay that wraps the mesh exactly like the paint would land. Off = no preview.")]
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public BrushPreviewMode previewMode = BrushPreviewMode.OnSurface;
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[Tooltip("Opacity of the preview overlay (the mask still modulates it per texel). " +
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"Can exceed 1 to make the preview show up more strongly.")]
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[Range(0f, 4f)]
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public float previewOpacity = 0.5f;
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[Header("Canvas")]
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[Tooltip("Resolution of the paint textures (square).")]
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public int textureSize = 1024;
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[Tooltip("Base color of the albedo texture at startup (if none exists).")]
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public Color baseColor = Color.white;
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[Tooltip("Edge padding (texels) bled beyond UV island edges so bilinear sampling does not pull in the base color. 0 = off.")]
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[Range(0, 16)]
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public int paddingTexels = 4;
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[Header("Setup")]
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[Tooltip("Camera for the mouse ray. Empty = Camera.main.")]
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public Camera paintCamera;
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[Tooltip("Only for animated meshes: re-bake the collider every frame (expensive!).")]
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public bool updateColliderEveryFrame = false;
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// --- paint maps ---
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private const int MAP_ALBEDO = 0;
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// Mask map: R = metallic, G = occlusion, A = smoothness. One texture bound to BOTH
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// _MetallicGlossMap (reads R/A) and _OcclusionMap (reads G).
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private const int MAP_MSO = 1;
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private const int MAP_EM = 2; // emission (RGB)
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private const int MAP_COUNT = 3;
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/// <summary>CPU backend per map: a Texture2D mirror + rasterization/dilation state.</summary>
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private class CpuMap
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{
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public Texture2D tex;
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public Color32[] pixels;
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public bool[] painted; // true = painted by the brush (dilation source)
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public int[] fillStamp; // per-call marker for padding texels
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public int dilateStamp; // bumped per call so old padding is not a source
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public int dx0, dy0, dx1, dy1; // dirty rectangle (CPU upload)
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}
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// --- shared references ---
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private Renderer _renderer;
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private SkinnedMeshRenderer _skinned;
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private MeshCollider _collider;
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private Mesh _bakedMesh;
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// When present, this always-on baker owns the collider bake (also outside paint mode); we
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// stop baking and only borrow its mesh. Null = no baker -> we keep our own legacy bake.
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private SkinnedColliderBaker _baker;
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private Material _materialInstance;
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// Mesh caches (in local/collider space).
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private Vector3[] _verts;
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private int[] _tris;
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private Vector2[] _uvs;
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private Vector3[] _triCenter; // centroid per triangle (CPU culling)
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private float[] _triRadius; // circumscribed radius per triangle (CPU culling)
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private float _avgUvToLocal = 1f; // average UV unit -> local unit
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private bool[] _islandMask; // texel lies inside a UV island: dilation source / overwrite guard (built once)
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private bool _hasLastScreen;
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private Vector2 _lastScreen;
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private float _intervalTimer; // accumulates while held; gates timed-dab stamping (paintInterval > 0)
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private bool _gpuActive;
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private bool _setupValid;
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// Seed colors per map in canonical (material) layout, built once at Start:
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// albedo -> RGB color
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// MSO -> R = metallic, G = occlusion (1 = unoccluded), A = smoothness (mask map)
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// emission -> RGB emission
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private Color32[][] _seedCanonical;
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// --- backends ---
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private CpuMap[] _cpu;
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private readonly List<int> _dilateScratch = new List<int>(512);
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private readonly RaycastHit[] _rayHits = new RaycastHit[32];
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// --- preview overlay ---
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public Shader previewShader; // optional; else Shader.Find("Hidden/MeshPaintPreview")
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private Material _previewMat;
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private Mesh _previewQuad; // unit quad in the tangent plane (flat decal mode)
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// --- brush mask (shared) ---
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private Texture2D _proceduralMask; // built-in circle, used when the list is empty/invalid
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private float[] _proceduralOpacity; // cached opacity (luma*alpha) of the procedural mask (CPU)
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private int _procW, _procH;
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private Texture2D _resolvedMask; // currently active mask (user or procedural)
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private float[] _maskOpacity; // opacity (luma*alpha) of the resolved mask (CPU sampling)
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private int _maskW, _maskH;
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private const float ScreenStepPixels = 5f; // interpolation step along mouse movement
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private const int MaxStepsPerFrame = 256; // raycast safeguard for fast movement
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private const float MoveOnlyMinPixels = 0.75f; // move-only mode: min mouse travel before re-stamping
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private const float SquareReach = 1.7321f; // sqrt(3): max 3D distance from center to a painted box texel (CPU culling)
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private static readonly int BaseMapId = Shader.PropertyToID("_BaseMap");
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private static readonly int MainTexId = Shader.PropertyToID("_MainTex");
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private static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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private static readonly int ColorId = Shader.PropertyToID("_Color");
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private static readonly int MetallicGlossMapId = Shader.PropertyToID("_MetallicGlossMap");
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private static readonly int MetallicId = Shader.PropertyToID("_Metallic");
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private static readonly int SmoothnessId = Shader.PropertyToID("_Smoothness");
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private static readonly int EmissionMapId = Shader.PropertyToID("_EmissionMap");
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private static readonly int EmissionColorId = Shader.PropertyToID("_EmissionColor");
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private static readonly int OcclusionMapId = Shader.PropertyToID("_OcclusionMap");
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private static readonly int OcclusionStrengthId = Shader.PropertyToID("_OcclusionStrength");
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private static readonly int BrushColorId = Shader.PropertyToID("_BrushColor");
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private static readonly int ColorWriteMaskId = Shader.PropertyToID("_ColorWriteMask");
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private static readonly int BrushCenterId = Shader.PropertyToID("_BrushCenter");
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private static readonly int BrushRadiusId = Shader.PropertyToID("_BrushRadius");
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private static readonly int BrushUId = Shader.PropertyToID("_BrushU");
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private static readonly int BrushVId = Shader.PropertyToID("_BrushV");
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private static readonly int BrushNormalId = Shader.PropertyToID("_BrushNormal");
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private static readonly int MaskTexId = Shader.PropertyToID("_MaskTex");
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private static readonly int PadId = Shader.PropertyToID("_Pad");
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private static readonly int PreviewOpacityId = Shader.PropertyToID("_PreviewOpacity");
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private static readonly int PreviewModeId = Shader.PropertyToID("_PreviewMode");
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private void Start()
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{
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if (!paintCamera) paintCamera = Camera.main;
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_renderer = GetComponent<Renderer>();
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_skinned = GetComponent<SkinnedMeshRenderer>();
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if (!_renderer)
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{
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Debug.LogError("[MeshPainter] No Renderer found on this GameObject.", this);
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enabled = false;
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return;
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}
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textureSize = Mathf.Clamp(textureSize, 32, 4096);
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SetupCollider();
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BuildMeshCaches();
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if (_uvs == null || _uvs.Length == 0)
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{
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Debug.LogError("[MeshPainter] Mesh has no UVs - painting not possible.", this);
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enabled = false;
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return;
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}
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// Own material instance so the shared asset is not modified; tint base color to
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// white so the painted color appears unaltered.
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_materialInstance = _renderer.material;
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if (_materialInstance.HasProperty(BaseColorId)) _materialInstance.SetColor(BaseColorId, Color.white);
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else if (_materialInstance.HasProperty(ColorId)) _materialInstance.SetColor(ColorId, Color.white);
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BuildSeedColors();
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// Always start fresh from the material seed. Saved paintings are loaded explicitly from the
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// HUD library (MeshPainter.Persistence), never auto-loaded on start.
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SetupBackend(useGpu, _seedCanonical);
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ConfigureMaterialPbr();
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InitUndoHistory(); // baseline = material seed, captured before any stroke
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EnsureProceduralMask();
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ResolveActiveMask();
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SetupPreview();
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_setupValid = true;
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Debug.Log($"[MeshPainter] Ready ({(_gpuActive ? "GPU" : "CPU")} painting, seamless). " +
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"Hold the left mouse button and drag over the mesh.", this);
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}
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// --- Brush mask ---
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/// <summary>Builds the built-in circle mask (white inscribed circle on black), used when no mask is assigned.</summary>
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private void EnsureProceduralMask()
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{
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if (_proceduralMask) return;
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const int s = 256;
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_proceduralMask = new Texture2D(s, s, TextureFormat.RGBA32, false, true) // linear: raw mask values
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{
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name = "MeshPainter_CircleMask",
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wrapMode = TextureWrapMode.Clamp,
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filterMode = FilterMode.Bilinear,
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hideFlags = HideFlags.HideAndDontSave
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};
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var px = new Color32[s * s];
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_proceduralOpacity = new float[s * s];
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float half = (s - 1) * 0.5f;
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for (int y = 0; y < s; y++)
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{
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for (int x = 0; x < s; x++)
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{
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float nx = (x - half) / half;
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float ny = (y - half) / half;
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bool inside = nx * nx + ny * ny <= 1f;
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byte v = inside ? (byte)255 : (byte)0;
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int idx = y * s + x;
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px[idx] = new Color32(v, v, v, 255);
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_proceduralOpacity[idx] = inside ? 1f : 0f;
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}
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}
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_proceduralMask.SetPixels32(px);
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_proceduralMask.Apply(false);
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_procW = s;
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_procH = s;
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}
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/// <summary>Picks the active mask (list entry or procedural circle) and refreshes the CPU opacity cache on change.</summary>
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private void ResolveActiveMask()
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{
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Texture2D desired = null;
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if (brushMasks != null && activeBrushIndex >= 0 && activeBrushIndex < brushMasks.Count)
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desired = brushMasks[activeBrushIndex];
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if (!desired) desired = _proceduralMask;
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if (desired == _resolvedMask) return;
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_resolvedMask = desired;
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if (_resolvedMask == _proceduralMask)
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{
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_maskOpacity = _proceduralOpacity;
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_maskW = _procW;
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_maskH = _procH;
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return;
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}
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// User mask: cache opacity (luma*alpha) for the CPU backend so it matches the GPU.
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// Non-readable textures are read back via the GPU (so even built-ins like
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// Default-Particle work on the CPU path, not just the GPU one).
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var px = ReadMaskPixels(_resolvedMask, out int w, out int h);
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_maskW = w;
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_maskH = h;
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_maskOpacity = new float[px.Length];
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for (int i = 0; i < px.Length; i++)
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{
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Color32 p = px[i];
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float luma = (0.299f * p.r + 0.587f * p.g + 0.114f * p.b) / 255f;
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_maskOpacity[i] = luma * (p.a / 255f);
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}
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}
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/// <summary>
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/// Reads a mask texture's pixels. Readable textures are read directly (correct
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/// orientation, matches GPU tex2D); non-readable ones are blitted to a temp RT and
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/// read back, so any texture (incl. built-ins without Read/Write) works on the CPU.
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/// </summary>
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private static Color32[] ReadMaskPixels(Texture2D tex, out int w, out int h)
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{
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w = tex.width;
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h = tex.height;
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if (tex.isReadable) return tex.GetPixels32();
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var tmp = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
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var prev = RenderTexture.active;
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Graphics.Blit(tex, tmp);
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RenderTexture.active = tmp;
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var readTex = new Texture2D(w, h, TextureFormat.RGBA32, false, true);
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readTex.ReadPixels(new Rect(0, 0, w, h), 0, 0, false);
|
|
readTex.Apply(false);
|
|
RenderTexture.active = prev;
|
|
RenderTexture.ReleaseTemporary(tmp);
|
|
var px = readTex.GetPixels32();
|
|
Destroy(readTex);
|
|
return px;
|
|
}
|
|
|
|
/// <summary>Bilinear sample of the active stamp mask opacity at uv in [0,1]. Returns 1 (full) if no mask.</summary>
|
|
private float SampleMaskOpacity(float u, float v)
|
|
{
|
|
if (_stampOpacity == null || _stampW <= 0 || _stampH <= 0) return 1f;
|
|
|
|
float fx = Mathf.Clamp01(u) * (_stampW - 1);
|
|
float fy = Mathf.Clamp01(v) * (_stampH - 1);
|
|
int x0 = Mathf.FloorToInt(fx);
|
|
int y0 = Mathf.FloorToInt(fy);
|
|
int x1 = Mathf.Min(x0 + 1, _stampW - 1);
|
|
int y1 = Mathf.Min(y0 + 1, _stampH - 1);
|
|
float tx = fx - x0;
|
|
float ty = fy - y0;
|
|
|
|
float l00 = _stampOpacity[y0 * _stampW + x0];
|
|
float l10 = _stampOpacity[y0 * _stampW + x1];
|
|
float l01 = _stampOpacity[y1 * _stampW + x0];
|
|
float l11 = _stampOpacity[y1 * _stampW + x1];
|
|
|
|
float a = Mathf.Lerp(l00, l10, tx);
|
|
float b = Mathf.Lerp(l01, l11, tx);
|
|
return Mathf.Lerp(a, b, ty);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds an orthonormal tangent frame (u = right, v = up) for the stamp at a hit
|
|
/// with the given local-space surface normal, honoring the alignment mode and the
|
|
/// manual rotation. u/v span the tangent plane; the mask is sampled along them.
|
|
/// </summary>
|
|
private void ComputeBrushFrame(Vector3 nLocal, out Vector3 u, out Vector3 v)
|
|
{
|
|
nLocal = nLocal.normalized;
|
|
|
|
if (brushAlignment == BrushAlignment.Camera && paintCamera)
|
|
{
|
|
// Stamp horizontal follows the camera: u = camera right projected onto the surface.
|
|
Vector3 camRight = transform.InverseTransformDirection(paintCamera.transform.right);
|
|
u = ProjectOntoPlane(camRight, nLocal);
|
|
if (u.sqrMagnitude < 1e-8f)
|
|
{
|
|
Vector3 camUp = transform.InverseTransformDirection(paintCamera.transform.up);
|
|
u = ProjectOntoPlane(camUp, nLocal);
|
|
if (u.sqrMagnitude < 1e-8f) u = AnyTangent(nLocal);
|
|
}
|
|
u.Normalize();
|
|
// up = right x n, so the frame reads correctly when viewed from the front
|
|
// (normal toward the camera): u x v = -n. Using n x u would flip v -> upside down.
|
|
v = Vector3.Cross(u, nLocal).normalized;
|
|
}
|
|
else
|
|
{
|
|
// Stamp vertical = world up projected onto the surface.
|
|
Vector3 worldUp = transform.InverseTransformDirection(Vector3.up);
|
|
v = ProjectOntoPlane(worldUp, nLocal);
|
|
if (v.sqrMagnitude < 1e-8f) v = AnyTangent(nLocal);
|
|
v.Normalize();
|
|
// right = n x up (front-readable: u x v = -n). Using up x n would mirror u.
|
|
u = Vector3.Cross(nLocal, v).normalized;
|
|
}
|
|
|
|
if (Mathf.Abs(brushRotation) > 1e-4f)
|
|
{
|
|
Quaternion q = Quaternion.AngleAxis(brushRotation, nLocal);
|
|
u = q * u;
|
|
v = q * v;
|
|
}
|
|
}
|
|
|
|
private static Vector3 ProjectOntoPlane(Vector3 dir, Vector3 normal)
|
|
=> dir - normal * Vector3.Dot(dir, normal);
|
|
|
|
private static Vector3 AnyTangent(Vector3 n)
|
|
{
|
|
Vector3 t = Vector3.Cross(n, Vector3.right);
|
|
if (t.sqrMagnitude < 1e-6f) t = Vector3.Cross(n, Vector3.up);
|
|
return t.normalized;
|
|
}
|
|
|
|
// --- Brush preview ---
|
|
|
|
/// <summary>Creates the preview material and the unit quad used by the flat-decal mode.</summary>
|
|
private void SetupPreview()
|
|
{
|
|
if (!previewShader) previewShader = Shader.Find("Hidden/MeshPaintPreview");
|
|
if (!previewShader)
|
|
{
|
|
Debug.LogWarning("[MeshPainter] Preview shader (Hidden/MeshPaintPreview) not found - brush preview disabled.", this);
|
|
return;
|
|
}
|
|
_previewMat = new Material(previewShader) { hideFlags = HideFlags.HideAndDontSave };
|
|
_previewQuad = BuildPreviewQuad();
|
|
}
|
|
|
|
/// <summary>Unit quad in its XY plane ([-1,1], normal +Z, uv 0..1) - oriented per hit in the flat-decal mode.</summary>
|
|
private static Mesh BuildPreviewQuad()
|
|
{
|
|
var q = new Mesh { name = "MeshPainter_PreviewQuad", hideFlags = HideFlags.HideAndDontSave };
|
|
q.vertices = new[]
|
|
{
|
|
new Vector3(-1f, -1f, 0f), new Vector3(1f, -1f, 0f),
|
|
new Vector3(1f, 1f, 0f), new Vector3(-1f, 1f, 0f)
|
|
};
|
|
q.uv = new[]
|
|
{
|
|
new Vector2(0f, 0f), new Vector2(1f, 0f),
|
|
new Vector2(1f, 1f), new Vector2(0f, 1f)
|
|
};
|
|
q.triangles = new[] { 0, 1, 2, 0, 2, 3 };
|
|
q.RecalculateBounds();
|
|
return q;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws the brush preview at the hover point for this frame (no painting). On-surface
|
|
/// mode re-draws the baked mesh and clips it to the brush box in the shader; flat-decal
|
|
/// mode draws the oriented quad. Both sample the active mask (size + shape preview).
|
|
/// </summary>
|
|
private void UpdatePreview(Vector2 screenPos)
|
|
{
|
|
if (!TryComputeBrushPlacement(screenPos, out Vector3 pLocal, out float radiusLocal,
|
|
out Vector3 u, out Vector3 v, out Vector3 n))
|
|
return;
|
|
|
|
_previewMat.SetColor(BrushColorId, brushColor);
|
|
// Spray paints scattered dots, but the preview shows the round footprint (the area
|
|
// the dots land in), so the hover ring stays a stable, readable size indicator.
|
|
_previewMat.SetTexture(MaskTexId, spray ? _proceduralMask : _resolvedMask);
|
|
_previewMat.SetFloat(PreviewOpacityId, Mathf.Max(0f, previewOpacity) * Mathf.Clamp01(brushColor.a));
|
|
|
|
int layer = gameObject.layer;
|
|
|
|
if (previewMode == BrushPreviewMode.OnSurface)
|
|
{
|
|
_previewMat.SetFloat(PreviewModeId, 0f);
|
|
_previewMat.SetVector(BrushCenterId, pLocal);
|
|
_previewMat.SetFloat(BrushRadiusId, radiusLocal);
|
|
_previewMat.SetVector(BrushUId, u);
|
|
_previewMat.SetVector(BrushVId, v);
|
|
_previewMat.SetVector(BrushNormalId, n);
|
|
|
|
// Draw the collider mesh again (object transform): the shader clips it to the
|
|
// brush box, so only the footprint shows, wrapped onto the real surface. Using
|
|
// the collider mesh keeps it in the same local space as the raycast hit and
|
|
// valid for both skinned (baked) and static meshes.
|
|
Mesh previewMesh = _collider ? _collider.sharedMesh : null;
|
|
if (!previewMesh) return;
|
|
Matrix4x4 m = transform.localToWorldMatrix;
|
|
int sub = previewMesh.subMeshCount;
|
|
for (int i = 0; i < sub; i++)
|
|
Graphics.DrawMesh(previewMesh, m, _previewMat, layer, paintCamera, i);
|
|
}
|
|
else // FlatDecal
|
|
{
|
|
_previewMat.SetFloat(PreviewModeId, 1f);
|
|
|
|
// Quad frame in local space: x -> u*r, y -> v*r, lifted slightly along n so
|
|
// it floats on the surface; uv 0..1 matches the on-surface mask mapping.
|
|
Vector3 pos = pLocal + n * (radiusLocal * 0.02f);
|
|
var frame = new Matrix4x4();
|
|
frame.SetColumn(0, new Vector4(u.x * radiusLocal, u.y * radiusLocal, u.z * radiusLocal, 0f));
|
|
frame.SetColumn(1, new Vector4(v.x * radiusLocal, v.y * radiusLocal, v.z * radiusLocal, 0f));
|
|
frame.SetColumn(2, new Vector4(n.x, n.y, n.z, 0f));
|
|
frame.SetColumn(3, new Vector4(pos.x, pos.y, pos.z, 1f));
|
|
|
|
Graphics.DrawMesh(_previewQuad, transform.localToWorldMatrix * frame, _previewMat, layer, paintCamera, 0);
|
|
}
|
|
}
|
|
|
|
// --- Update / input ---
|
|
|
|
private void Update()
|
|
{
|
|
if (!_setupValid) return;
|
|
|
|
if (useGpu != _gpuActive) SwitchBackend(useGpu);
|
|
|
|
RefreshEmissionColor(); // live-tunable emission intensity
|
|
|
|
// Painting disabled by the game mode (e.g. player-control mode): do nothing.
|
|
if (!PaintingEnabled)
|
|
{
|
|
EndStrokeIfActive(); // finalize an in-progress stroke if the mode was left mid-paint
|
|
_hasLastScreen = false;
|
|
return;
|
|
}
|
|
|
|
// Undo / redo (Ctrl+Z / Ctrl+Y): only here, since PaintingEnabled is true only on the local
|
|
// owner in paint mode. Commit any in-progress stroke first so it becomes its own history step.
|
|
GetUndoRedoInput(out bool wantUndo, out bool wantRedo);
|
|
if (wantUndo || wantRedo)
|
|
{
|
|
EndStrokeIfActive();
|
|
if (wantUndo) Undo();
|
|
else Redo();
|
|
return;
|
|
}
|
|
|
|
// Modifier keys: Shift or Ctrl = pipette, Shift/Ctrl + wheel resizes the brush. Runs before the
|
|
// pipette/paint branches below so this frame's pipette state is current.
|
|
HandleBrushModifiers();
|
|
|
|
if (updateColliderEveryFrame && _skinned)
|
|
{
|
|
BakeColliderMesh();
|
|
BuildMeshCaches();
|
|
}
|
|
|
|
ResolveActiveMask();
|
|
|
|
if (!TryGetMouse(out bool pressed, out Vector2 screenPos))
|
|
return;
|
|
|
|
// Don't paint through the in-game UI: clicking a HUD slider/toggle must not
|
|
// also stamp the mesh behind it.
|
|
if (pressed && IsPointerOverUi())
|
|
pressed = false;
|
|
|
|
// Brush preview (size + mask) at the hover point - independent of painting AND of the
|
|
// pipette, so you always see the brush footprint: before pressing the button, while the
|
|
// momentary pipette holds Shift/Ctrl, and live as Shift/Ctrl+wheel resizes the brush.
|
|
if (previewMode != BrushPreviewMode.Off && _previewMat && paintCamera)
|
|
UpdatePreview(screenPos);
|
|
|
|
// Pipette (eyedropper): a fresh click samples ALL channel values at the hit point and adopts
|
|
// them into the brush instead of painting. It takes over the click entirely (no painting),
|
|
// but the brush preview above stays visible.
|
|
if (pipette)
|
|
{
|
|
EndStrokeIfActive(); // switching to the eyedropper ends any active stroke
|
|
if (pressed)
|
|
{
|
|
if (!_pickHeld) PickAtScreen(screenPos);
|
|
_pickHeld = true;
|
|
}
|
|
else _pickHeld = false;
|
|
_hasLastScreen = false; // keep the paint stroke state clean for when pipette turns off
|
|
return;
|
|
}
|
|
_pickHeld = false;
|
|
|
|
if (!pressed)
|
|
{
|
|
EndStrokeIfActive(); // mouse released -> commit the stroke as one undo step
|
|
_hasLastScreen = false;
|
|
return;
|
|
}
|
|
|
|
if (!paintCamera) return;
|
|
|
|
bool anyChannel = AnyChannelActive(); // includes occlusion (matches IsChannelActive / PaintStamp3D)
|
|
bool firstPress = !_hasLastScreen;
|
|
float moveDist = firstPress ? 0f : Vector2.Distance(_lastScreen, screenPos);
|
|
|
|
bool stamp;
|
|
if (paintInterval > 0f)
|
|
{
|
|
// Timed-dab mode: one stamp on press, then one at the cursor every paintInterval
|
|
// seconds while held (discrete dabs, no movement interpolation).
|
|
if (firstPress)
|
|
{
|
|
_intervalTimer = 0f;
|
|
stamp = anyChannel;
|
|
}
|
|
else
|
|
{
|
|
_intervalTimer += Time.deltaTime;
|
|
stamp = anyChannel && _intervalTimer >= paintInterval;
|
|
if (stamp) _intervalTimer = 0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Continuous mode: stamp every frame as an interpolated stroke. Move-only optionally
|
|
// gates it - a held but stationary button no longer re-stamps the same spot.
|
|
stamp = anyChannel && (firstPress || !paintOnMoveOnly || moveDist > MoveOnlyMinPixels);
|
|
}
|
|
|
|
if (stamp)
|
|
{
|
|
if (_gpuActive) BeginGpuStroke();
|
|
else ResetCpuDirty();
|
|
|
|
if (!firstPress && paintInterval <= 0f)
|
|
{
|
|
// Interpolate along the mouse movement and re-raycast at each step so the
|
|
// stroke follows the mesh surface.
|
|
int steps = Mathf.Clamp(Mathf.CeilToInt(moveDist / ScreenStepPixels), 1, MaxStepsPerFrame);
|
|
for (int s = 1; s <= steps; s++)
|
|
PaintAtScreen(Vector2.Lerp(_lastScreen, screenPos, s / (float)steps));
|
|
}
|
|
else
|
|
{
|
|
// First stamp of a stroke, or a timed dab: a single discrete stamp at the cursor.
|
|
PaintAtScreen(screenPos);
|
|
}
|
|
|
|
if (_gpuActive) EndGpuStroke();
|
|
else EndCpuStroke();
|
|
}
|
|
|
|
_lastScreen = screenPos;
|
|
_hasLastScreen = true;
|
|
}
|
|
|
|
/// <summary>Raycasts at a screen position and stamps the masked square brush onto the mesh hit point.</summary>
|
|
private void PaintAtScreen(Vector2 screenPos)
|
|
{
|
|
if (!TryComputeBrushPlacement(screenPos, out Vector3 pLocal, out float radiusLocal,
|
|
out Vector3 u, out Vector3 v, out Vector3 nLocal))
|
|
return;
|
|
|
|
// Pick what this stamp paints with: a fresh random spray pattern, or the resolved
|
|
// standard mask. Both backends read it through the _stamp* fields. When this stamp is
|
|
// being replicated (networked owner), the spray is seeded so remotes scatter identically.
|
|
if (spray)
|
|
{
|
|
if (WantsStampCapture) { _lastSpraySeed = Random.Range(1, int.MaxValue); BuildSprayStampMaskSeeded(_lastSpraySeed); }
|
|
else BuildSprayStampMask();
|
|
}
|
|
else UseResolvedStampMask();
|
|
|
|
if (_gpuActive) DrawBrushGpu(pLocal, radiusLocal, u, v, nLocal);
|
|
else PaintStamp3D(pLocal, radiusLocal, u, v, nLocal);
|
|
|
|
EmitStamp(pLocal, radiusLocal, u, v, nLocal);
|
|
MarkStrokePainted(); // a stamp landed -> this stroke is undoable
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raycasts at a screen position and returns the nearest hit that belongs to THIS paint
|
|
/// mesh. A plain raycast would return only the closest collider, so anything in front of
|
|
/// the mesh (the player capsule, props, the camera-collision proxy) could block it; we
|
|
/// scan all hits and keep the nearest on our own collider. Shared by painting, preview
|
|
/// and the pipette.
|
|
/// </summary>
|
|
private bool TryRaycastPaintMesh(Vector2 screenPos, out RaycastHit hit)
|
|
{
|
|
hit = default;
|
|
if (!paintCamera) return false;
|
|
|
|
Ray ray = paintCamera.ScreenPointToRay(screenPos);
|
|
int hitCount = Physics.RaycastNonAlloc(ray, _rayHits, 1000f, ~0, QueryTriggerInteraction.Ignore);
|
|
float nearest = float.MaxValue;
|
|
bool found = false;
|
|
for (int i = 0; i < hitCount; i++)
|
|
{
|
|
if (_rayHits[i].collider != _collider) continue;
|
|
if (_rayHits[i].distance < nearest)
|
|
{
|
|
nearest = _rayHits[i].distance;
|
|
hit = _rayHits[i];
|
|
found = true;
|
|
}
|
|
}
|
|
return found;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raycasts at a screen position and returns the nearest hit on ANY collider (not just the
|
|
/// paint mesh). Used by the pipette, which can sample foreign objects' materials too.
|
|
/// </summary>
|
|
private bool TryRaycastAny(Vector2 screenPos, out RaycastHit hit)
|
|
{
|
|
hit = default;
|
|
if (!paintCamera) return false;
|
|
Ray ray = paintCamera.ScreenPointToRay(screenPos);
|
|
return Physics.Raycast(ray, out hit, 1000f, ~0, QueryTriggerInteraction.Ignore);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raycasts at a screen position against the paint mesh and computes the brush
|
|
/// placement: hit point (local space), local 3D radius (constant visual size via UV
|
|
/// density) and the orthonormal tangent frame (u/v/n). Shared by painting and preview.
|
|
/// </summary>
|
|
private bool TryComputeBrushPlacement(Vector2 screenPos, out Vector3 pLocal, out float radiusLocal,
|
|
out Vector3 u, out Vector3 v, out Vector3 nLocal)
|
|
{
|
|
pLocal = default; radiusLocal = 0f; u = default; v = default; nLocal = default;
|
|
|
|
if (!TryRaycastPaintMesh(screenPos, out RaycastHit hit)) return false;
|
|
if (_verts == null || hit.triangleIndex < 0) return false;
|
|
|
|
pLocal = transform.InverseTransformPoint(hit.point);
|
|
|
|
// Convert the brush radius (texels) into a local 3D radius using the hit
|
|
// triangle's UV density so the brush keeps a constant visual size.
|
|
float scale = _avgUvToLocal;
|
|
int t = hit.triangleIndex;
|
|
if (t * 3 + 2 < _tris.Length)
|
|
{
|
|
int i0 = _tris[t * 3], i1 = _tris[t * 3 + 1], i2 = _tris[t * 3 + 2];
|
|
float area3D = 0.5f * Vector3.Cross(_verts[i1] - _verts[i0], _verts[i2] - _verts[i0]).magnitude;
|
|
float areaUv = 0.5f * Mathf.Abs(Cross2D(_uvs[i1] - _uvs[i0], _uvs[i2] - _uvs[i0]));
|
|
if (areaUv > 1e-9f)
|
|
{
|
|
float s = Mathf.Sqrt(area3D / areaUv);
|
|
scale = Mathf.Clamp(s, _avgUvToLocal * 0.25f, _avgUvToLocal * 4f); // guard degenerate UVs
|
|
}
|
|
}
|
|
|
|
radiusLocal = (brushSize / (float)textureSize) * scale;
|
|
if (radiusLocal <= 0f) return false;
|
|
|
|
// Tangent-plane frame for the square stamp / mask projection.
|
|
nLocal = transform.InverseTransformDirection(hit.normal);
|
|
ComputeBrushFrame(nLocal, out u, out v);
|
|
nLocal = nLocal.normalized;
|
|
return true;
|
|
}
|
|
|
|
// --- Channels (shared by both backends) ---
|
|
|
|
/// <summary>True if at least one paint channel is enabled (used to gate the per-frame stroke).</summary>
|
|
private bool AnyChannelActive()
|
|
{
|
|
for (int mi = 0; mi < MAP_COUNT; mi++)
|
|
if (IsChannelActive(mi)) return true;
|
|
return false;
|
|
}
|
|
|
|
private bool IsChannelActive(int mi)
|
|
{
|
|
switch (mi)
|
|
{
|
|
case MAP_ALBEDO: return paintAlbedo;
|
|
case MAP_MSO: return paintMetallicSmoothness || paintOcclusion;
|
|
default: return paintEmission;
|
|
}
|
|
}
|
|
|
|
// --- Helpers ---
|
|
|
|
private static float Cross2D(Vector2 a, Vector2 b) => a.x * b.y - a.y * b.x;
|
|
|
|
private bool TryGetMouse(out bool pressed, out Vector2 screenPos)
|
|
{
|
|
pressed = false;
|
|
screenPos = Vector2.zero;
|
|
#if ENABLE_INPUT_SYSTEM
|
|
var mouse = Mouse.current;
|
|
if (mouse != null)
|
|
{
|
|
pressed = mouse.leftButton.isPressed;
|
|
screenPos = mouse.position.ReadValue();
|
|
return true;
|
|
}
|
|
#endif
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
pressed = Input.GetMouseButton(0);
|
|
screenPos = Input.mousePosition;
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// --- Shift/Ctrl modifiers (paint mode) ---
|
|
|
|
private bool _pipetteModHeld; // edge tracking for the momentary pipette (Shift or Ctrl)
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private bool _pipetteBeforeMod; // pipette toggle state to restore when the modifier is released
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|
|
|
/// <summary>
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|
/// While Shift or Ctrl is held the brush enters the pipette (eyedropper), restoring the toggle's
|
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/// prior state on release. Shift or Ctrl + the mouse wheel resizes the brush (the orbit camera
|
|
/// ignores the wheel while either is held, so it does not also zoom). Called every paint-mode frame.
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|
/// </summary>
|
|
private void HandleBrushModifiers()
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|
{
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|
// Momentary pipette: arm on the Shift/Ctrl press (remembering the toggle's state), force it on
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// while held (re-arms after a one-shot pick), and restore the prior state on release.
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|
bool shift = ShiftHeld();
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|
bool ctrl = CtrlHeld();
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|
bool mod = shift || ctrl;
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if (mod && !_pipetteModHeld) _pipetteBeforeMod = pipette;
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if (mod) pipette = true;
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else if (_pipetteModHeld) pipette = _pipetteBeforeMod;
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|
_pipetteModHeld = mod;
|
|
|
|
// Shift or Ctrl + wheel resizes the brush (the orbit camera ignores the wheel while either is
|
|
// held, so it does not also zoom).
|
|
if (!mod) return;
|
|
|
|
float scroll = ReadScroll();
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|
if (Mathf.Approximately(scroll, 0f)) return;
|
|
|
|
int step = Mathf.Max(1, brushSizeScrollStep);
|
|
int next = Mathf.Clamp(brushSize + (int)Mathf.Sign(scroll) * step, 1, 256);
|
|
if (next == brushSize) return;
|
|
|
|
brushSize = next;
|
|
BrushSizeChanged?.Invoke();
|
|
}
|
|
|
|
private static bool ShiftHeld()
|
|
{
|
|
#if ENABLE_INPUT_SYSTEM
|
|
var kb = Keyboard.current;
|
|
if (kb != null) return kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed;
|
|
#endif
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
private static bool CtrlHeld()
|
|
{
|
|
#if ENABLE_INPUT_SYSTEM
|
|
var kb = Keyboard.current;
|
|
if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed;
|
|
#endif
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
private static float ReadScroll()
|
|
{
|
|
#if ENABLE_INPUT_SYSTEM
|
|
if (Mouse.current != null) return Mouse.current.scroll.ReadValue().y;
|
|
#endif
|
|
#if ENABLE_LEGACY_INPUT_MANAGER
|
|
return Input.GetAxis("Mouse ScrollWheel");
|
|
#else
|
|
return 0f;
|
|
#endif
|
|
}
|
|
|
|
/// <summary>True if the pointer is currently over an interactive UI element (raycast target).</summary>
|
|
private static bool IsPointerOverUi()
|
|
{
|
|
var es = EventSystem.current;
|
|
return es && es.IsPointerOverGameObject();
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
if (_bakedMesh && !_baker) Destroy(_bakedMesh); // _baker owns its mesh; only free our own
|
|
if (_materialInstance) Destroy(_materialInstance);
|
|
if (_proceduralMask) Destroy(_proceduralMask);
|
|
if (_previewMat) Destroy(_previewMat);
|
|
if (_previewQuad) Destroy(_previewQuad);
|
|
TeardownSpray();
|
|
TeardownCpu();
|
|
TeardownGpu();
|
|
}
|
|
}
|