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.