How Do I smooth Only Part Of The Terrain With A Shader?

There’s a video of what it does now.

I want to make it so it only smooths part of it.

my code for the c# script.

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[ExecuteInEditMode]
public class SmoothTheTerrainViaShader : MonoBehaviour
{
   public Material blurMat;
    public bool smooth;
    public int iterations;
   public RenderTexture texture;
    public Terrain terrain1;
    // Update is called every frame, if the MonoBehaviour is enabled

    private void Update()
    {
        if (smooth)
        {
            ApplyBlur(Vector2Int.zero, terrain1);
        }
    }




    public void ApplyBlur(Vector2Int destiny, Terrain terrain)
    {
        RenderTexture source = terrain.terrainData.heightmapTexture;
        RenderTexture destination = terrain.terrainData.heightmapTexture;
        Debug.Log(destiny);
        Debug.Log(new Vector2(source.width, source.height));
        for (int i = 0; i < iterations; i++)
        {
           

            Material material = blurMat;
            material.SetFloat("_BlurSize", 0.016f);
            material.SetInt("_Samples", 1);
            material.SetFloat("_Gauss", 0);
            material.SetFloat("_StandardDeviation", 0.3f);

           
            var temporaryTexture = RenderTexture.GetTemporary(source.width, source.height);
            temporaryTexture.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R16_UNorm;
            Graphics.Blit(source, texture, new Vector2(1f, 1f), new Vector2(1,1));

            Graphics.Blit(source, temporaryTexture, material, 0);
            Graphics.Blit(temporaryTexture, destination, material, 1);
            RenderTexture.active = temporaryTexture;
            RectInt rect = new RectInt(new Vector2Int(0, 0), new Vector2Int(source.width, source.height));
    


            terrain.terrainData.CopyActiveRenderTextureToHeightmap(rect, new Vector2Int(0,0), TerrainHeightmapSyncControl.HeightOnly);
            RenderTexture.ReleaseTemporary(temporaryTexture);

        }
    }



}

The shader I’m using.

Shader "Ricky/Terrain/Blur"{
    //show values to edit in inspector
    Properties{
        [HideInInspector] _MainTex("Texture", 2D) = "white" {}

        _BlurSize("Blur Size", Range(0,0.5)) = 0
        [KeywordEnum(Low, Medium, High)] _Samples("Sample amount", Float) = 0
        [Toggle(GAUSS)] _Gauss("Gaussian Blur", float) = 0
        [PowerSlider(3)]_StandardDeviation("Standard Deviation (Gauss only)", Range(0.00, 0.3)) = 0.02
    }

        SubShader{
            // markers that specify that we don't need culling
            // or reading/writing to the depth buffer
            Cull Off
            ZWrite Off
            ZTest Always


            //Vertical Blur
            Pass{
                CGPROGRAM
                //include useful shader functions
                #include "UnityCG.cginc"

                //define vertex and fragment shader
                #pragma vertex vert
                #pragma fragment frag

                #pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
                #pragma shader_feature GAUSS

                //texture and transforms of the texture
                sampler2D _MainTex;
                float _BlurSize;
                float _StandardDeviation;

                #define PI 3.14159265359
                #define E 2.71828182846

            #if _SAMPLES_LOW
                #define SAMPLES 10
            #elif _SAMPLES_MEDIUM
                #define SAMPLES 30
            #else
                #define SAMPLES 100
            #endif

                //the object data that's put into the vertex shader
                struct appdata {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };

                //the data that's used to generate fragments and can be read by the fragment shader
                struct v2f {
                    float4 position : SV_POSITION;
                    float2 uv : TEXCOORD0;
                };

                //the vertex shader
                v2f vert(appdata v) {
                    v2f o;
                    //convert the vertex positions from object space to clip space so they can be rendered
                    o.position = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }

                //the fragment shader
                fixed4 frag(v2f i) : SV_TARGET{
                #if GAUSS
                    //failsafe so we can use turn off the blur by setting the deviation to 0
                    if (_StandardDeviation == 0)
                    return tex2D(_MainTex, i.uv);
                #endif
                //init color variable
                float4 col = 0;
                float4 Ocol = 0;

            #if GAUSS
                float sum = 0;
            #else
                float sum = SAMPLES;
            #endif
                //iterate over blur samples
                for (float index = 0; index < SAMPLES; index++) {
                    //get the offset of the sample
                    float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize;
                    //get uv coordinate of sample
                    float2 uv = i.uv + float2(0, offset);
                #if !GAUSS
                    //simply add the color if we don't have a gaussian blur (box)
                    col += tex2D(_MainTex, uv);
                #else
                    //calculate the result of the gaussian function
                    float stDevSquared = _StandardDeviation * _StandardDeviation;
                    float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(E, -((offset * offset) / (2 * stDevSquared)));
                    //add result to sum
                    sum += gauss;
                    //multiply color with influence from gaussian function and add it to sum color
                    col += tex2D(_MainTex, uv) * gauss;
                #endif
                }
                //divide the sum of values by the amount of samples
               
                    col = col / sum;
                    return col;
               


            }

            ENDCG
        }

            //Horizontal Blur
            Pass{
                CGPROGRAM
                //include useful shader functions
                #include "UnityCG.cginc"

                #pragma multi_compile _SAMPLES_LOW _SAMPLES_MEDIUM _SAMPLES_HIGH
                #pragma shader_feature GAUSS

                //define vertex and fragment shader
                #pragma vertex vert
                #pragma fragment frag

                //texture and transforms of the texture
                sampler2D _MainTex;
                float _BlurSize;
                float _StandardDeviation;

                #define PI 3.14159265359
                #define E 2.71828182846

            #if _SAMPLES_LOW
                #define SAMPLES 10
            #elif _SAMPLES_MEDIUM
                #define SAMPLES 30
            #else
                #define SAMPLES 100
            #endif

                //the object data that's put into the vertex shader
                struct appdata {
                    float4 vertex : POSITION;
                    float2 uv : TEXCOORD0;
                };

                //the data that's used to generate fragments and can be read by the fragment shader
                struct v2f {
                    float4 position : SV_POSITION;
                    float2 uv : TEXCOORD0;
                };

                //the vertex shader
                v2f vert(appdata v) {
                    v2f o;
                    //convert the vertex positions from object space to clip space so they can be rendered
                    o.position = UnityObjectToClipPos(v.vertex);
                    o.uv = v.uv;
                    return o;
                }

                //the fragment shader
                fixed4 frag(v2f i) : SV_TARGET{
                #if GAUSS
                    //failsafe so we can use turn off the blur by setting the deviation to 0
                    if (_StandardDeviation == 0)
                    return tex2D(_MainTex, i.uv);
                #endif
                //calculate aspect ratio
                float invAspect = _ScreenParams.y / _ScreenParams.x;
                //init color variable
                float4 col = 0;
                float4 Ocol = 0;
            #if GAUSS
                float sum = 0;
            #else
                float sum = SAMPLES;
            #endif
                //iterate over blur samples
                for (float index = 0; index < SAMPLES; index++) {
                    //get the offset of the sample
                    float offset = (index / (SAMPLES - 1) - 0.5) * _BlurSize * invAspect;
                    //get uv coordinate of sample
                    float2 uv = i.uv + float2(offset, 0);

                #if !GAUSS
                    //simply add the color if we don't have a gaussian blur (box)
                    col += tex2D(_MainTex, uv);
                #else
                    //calculate the result of the gaussian function
                    float stDevSquared = _StandardDeviation * _StandardDeviation;
                    float gauss = (1 / sqrt(2 * PI * stDevSquared)) * pow(E, -((offset * offset) / (2 * stDevSquared)));
                    //add result to sum
                    sum += gauss;
                    //multiply color with influence from gaussian function and add it to sum color
                   
                    col += tex2D(_MainTex, uv) * gauss;
                #endif
                }
                //divide the sum of values by the amount of samples
               
                    col = col / sum;
                    return col;
               
            }

            ENDCG
        }
        }
}

Any help would be great. I can’t find much about this on google or anything. And it’s all new to me.

I did it

Thanks for all your guy’s help.