PaintableTexture With Custom Brush Texture
Shader "Custom/PaintShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MouseUV ("Mouse UV", Vector) = (-1,-1,0,0)
_BrushSize ("Brush Size", Float) = 0.1
_BrushStrength ("Brush Strength", Float) = 0
_Color ("Color", Color) = (1,1,1,1)
_BrushColor ("Brush Color", Color) = (0,0,0,0)
_BrushTex ("Brush Texture", 2D) = "white" {}
}
SubShader
{
Tags{"RenderPipeline"= "UniversalPipeline" "RenderType"= "Transparent" "RenderQueue" = "Transparent"}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _MouseUV;
float _BrushStrength;
sampler2D _MainTex;
sampler2D _BrushTex;
float _BrushSize;
float4 _Color;
float4 _BrushColor;
v2f vert (appdata v)
{
v2f o;
o.uv = v.uv;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float2 brushUV = (i.uv - _MouseUV.xy) / _BrushSize + 0.5; // Normalization
fixed4 brushCol = tex2D(_BrushTex, brushUV)
float brushAlpha = brushCol.a;
if (distance(i.uv, _MouseUV.xy) < _BrushSize)
{
//this(co.rgb) can be used when color needs changing.
//col.rgb = lerp(col.rgb, brushCol.rgb, brushAlpha * _BrushStrength);
col.a = lerp(col.a, brushCol.a, brushAlpha * _BrushStrength);
}
return col;
}
ENDCG
}
}
}
Debugged Tiling Error (12/20/23)
Shader "Custom/PaintShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_MouseUV ("Mouse UV", Vector) = (-1,-1,0,0)
_BrushSize ("Brush Size", Float) = 0.1
_BrushStrength ("Brush Strength", Float) = 0
_Color ("Color", Color) = (1,1,1,1)
_BrushColor ("Brush Color", Color) = (0,0,0,0)
_BrushTex ("Brush Texture", 2D) = "white" {}
_BrushTexTilingOffset ("Brush Tex Tiling and Offset", Vector) = (1,1,0,0)
}
SubShader
{
Tags{"RenderPipeline"= "UniversalPipeline" "RenderType"= "Transparent" "RenderQueue" = "Transparent"}
LOD 100
Pass
{
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float4 _MouseUV;
float _BrushStrength;
sampler2D _MainTex;
sampler2D _BrushTex;
float _BrushSize;
float4 _Color;
float4 _BrushColor;
float4 _BrushTexTilingOffset;
v2f vert (appdata v)
{
v2f o;
o.uv = v.uv;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
float2 brushUV = (i.uv - _MouseUV.xy) / _BrushSize + 0.5;
brushUV = clamp(brushUV, 0.0, 1.0);
if (brushUV.x == 0.0 || brushUV.x == 1.0 || brushUV.y == 0.0 || brushUV.y == 1.0)
{
return col;
}
fixed4 brushCol = tex2D(_BrushTex, brushUV);
float brushAlpha = brushCol.a;
if (distance(i.uv, _MouseUV.xy) < _BrushSize)
{
col.a = lerp(col.a, 0, brushAlpha * _BrushStrength);
}
return col;
}
ENDCG
}
}
}