So i am trying to make a road tool where it lowers the height and also paints a texture onto the terrain, here is what i have so far:
It lowers terrain on the terrain mesh but i have yet to make it work with painting a texture, i want to have the ui that the built-in paint texture uses + the ui i have already done.
using UnityEngine;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.TerrainTools;
using UnityEditor.ShortcutManagement;
using UnityEditorInternal;
namespace UnityEditor.TerrainTools
{
internal class RoadMaker : TerrainPaintTool<RoadMaker>
{
private float m_BrushOpacity = 0.1f;
private float m_BrushSize = 25f;
private float m_BrushRotation = 0f;
Material m_Material = null;
Material GetPaintMaterial()
{
if (m_Material == null)
m_Material = new Material(Shader.Find("PaintTextureAdvance"));
return m_Material;
}
public override string GetName()
{
return "Road Tool";
}
public override string GetDescription()
{
return "Left click to trench and paint.\n\nHold shift and left click to trench.";
}
private void RenderIntoPaintContext(UnityEngine.TerrainTools.PaintContext paintContext, Texture brushTexture, UnityEngine.TerrainTools.BrushTransform brushXform)
{
// Get the built-in painting Material reference
Material mat = UnityEngine.TerrainTools.TerrainPaintUtility.GetBuiltinPaintMaterial();
// Bind the current brush texture
mat.SetTexture("_BrushTex", brushTexture);
// Bind the tool-specific shader properties
var opacity = -m_BrushOpacity / 100000;
mat.SetVector("_BrushParams", new Vector4(opacity, 0.0f, 0.0f, 0.0f));
// Setup the material for reading from/writing into the PaintContext texture data. This is a necessary step to setup the correct shader properties for appropriately transforming UVs and sampling textures within the shader
UnityEngine.TerrainTools.TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
// Render into the PaintContext's destinationRenderTexture using the built-in painting Material - the id for the Raise/Lower pass is 0.
Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0);
}
// Render Tool previews in the SceneView
public override void OnRenderBrushPreview(Terrain terrain, IOnSceneGUI editContext)
{
// Dont render preview if this isnt a Repaint
if (Event.current.type != EventType.Repaint) return;
// Only do the rest if user mouse hits valid terrain
if (!editContext.hitValidTerrain) return;
// Get the current BrushTransform under the mouse position relative to the Terrain
UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.raycastHit.textureCoord, m_BrushSize, m_BrushRotation);
// Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data.
UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1);
// Get the built-in Material for rendering Brush Previews
Material previewMaterial = TerrainPaintUtilityEditor.GetDefaultBrushPreviewMaterial();
// Render the brush preview for the sourceRenderTexture. This will show up as a projected brush mesh rendered on top of the Terrain
TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, TerrainBrushPreviewMode.SourceRenderTexture, editContext.brushTexture, brushXform, previewMaterial, 0);
// Render changes into the PaintContext destinationRenderTexture
RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
// Restore old render target.
RenderTexture.active = paintContext.oldRenderTexture;
// Bind the sourceRenderTexture to the preview Material. This is used to compute deltas in height
previewMaterial.SetTexture("_HeightmapOrig", paintContext.sourceRenderTexture);
// Render a procedural mesh displaying the delta/displacement in height from the source Terrain texture data. When modifying Terrain height, this shows how much the next paint operation will alter the Terrain height
TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, TerrainBrushPreviewMode.DestinationRenderTexture, editContext.brushTexture, brushXform, previewMaterial, 1);
// Cleanup resources
UnityEngine.TerrainTools.TerrainPaintUtility.ReleaseContextResources(paintContext);
}
// Perform painting operations that modify the Terrain texture data
public override bool OnPaint(Terrain terrain, IOnPaint editContext)
{
// Get the current BrushTransform under the mouse position relative to the Terrain
UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, m_BrushSize, m_BrushRotation);
// Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data
// and a destinationRenderTexture into which to write new Terrain texture data
UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
// Call the common rendering function used by OnRenderBrushPreview and OnPaint
RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
// Commit the modified PaintContext with a provided string for tracking Undo operations. This function handles Undo and resource cleanup for you
UnityEngine.TerrainTools.TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Raise or Lower Height");
// Return whether or not Trees and Details should be hidden while painting with this Terrain Tool
return true;
}
public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
{
m_BrushOpacity = EditorGUILayout.Slider("Opacity", m_BrushOpacity, 0, 100);
m_BrushSize = EditorGUILayout.Slider("Size", m_BrushSize, .001f, 100f);
m_BrushRotation = EditorGUILayout.Slider("Rotation", m_BrushRotation, 0, 360);
}
}
}