Extend the painter from a single albedo map to three paint maps: albedo (_BaseMap), packed metallic+smoothness (_MetallicGlossMap, R=metallic A=smoothness), and emission (_EmissionMap/_EmissionColor). - Per-channel toggles (paint albedo / metallic+smoothness / emission) - Metallic/Smoothness sliders and emission color + intensity brush params - One brush shader drives all maps; metallic-smoothness uses a work layout (R=metallic G=smoothness A=coverage) and a pack pass (Hidden/MeshPaintPackMS) to the URP layout after each stroke - GPU and CPU backends mirror all three maps with the same mask and seam-dilation logic - Material keywords (_METALLICSPECGLOSSMAP, _EMISSION) enabled and the new maps seeded from the original material values
45 lines
1.3 KiB
Plaintext
45 lines
1.3 KiB
Plaintext
// Packs the metallic-smoothness WORK layout into the URP _MetallicGlossMap layout.
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//
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// While painting, the metallic-smoothness map is kept in a "work" RenderTexture as
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// R = metallic, G = smoothness, A = coverage (painted marker for the dilation pass).
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// This lets the same brush + dilate shaders (which use alpha as the coverage marker)
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// drive it exactly like the albedo map. But URP's _MetallicGlossMap expects
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// R = metallic, A = smoothness.
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// This pass converts work -> final after each stroke: out = (work.r, 0, 0, work.g).
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//
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// Both work and final are linear RenderTextures (metallic/smoothness are data, not
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// color), so no gamma conversion happens.
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Shader "Hidden/MeshPaintPackMS"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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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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Blend Off
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _MainTex;
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fixed4 frag (v2f_img i) : SV_Target
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{
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fixed4 c = tex2D(_MainTex, i.uv);
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return fixed4(c.r, 0.0, 0.0, c.g); // R = metallic, A = smoothness
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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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