Joyce (MinionsArt) has shared a guide to using the RenderTexture Painting shader the artist shared a while ago. You can do so many things with the help of this cool thing, so take some to study it.
Here are the links if you’ve missed something:
- Shader code for paintable surface: PasteBin Link
- Paintbrush code: PasteBin Link
Persistent Damage
Leave persistent damage from laser or other weapons on the environment
Setup:
This is the basic setup from linked code, Raycast to the mouse position when you click, adding the brush texture to the lightmap based RenderTexture result on collision
Trails
Let the player leave trails with depth in snow/ sand
Setup:
Set up your shader for tesselation, the Unity Manual here shows how to
Add a vertex function for displacement, using the Paintmap as a texture reference for pushing the vertices
void disp(inout appdata v)
{
float d = tex2Dlod(_PaintMap, float4(v.texcoord1.xy, 0, 0)).r * _Height;
v.vertex.xyz += v.normal *d;
}
Now the untouched parts of the snow/sand are slightly higher, and the paintbrush script will push it down
Map Notes
Letting the Player add notes or draw on a map
Setup:
You dont need the shader for this
Set up a canvas with a raw image, and make a RenderTexture for it
Instead of Raycasting, use the mouse position to paint to the RenderTexture. Get the X and Y coordinates by
xCoordinate = Mathf.Floor(Input.mousePosition.x – rawImage.rectTransform.position.x);
yCoordinate = Mathf.Floor(Input.mousePosition.y – rawImage.rectTransform.position.y);
DrawTexture(texture, xCoordinate, yCoordinate);
With this you can draw on the RawImage UI component
Player Made Textures
Use the painted RenderTextures as a Texture2D for models
Setup:
Start the same way as the draw map example
To convert the rendertexture to a usable texture, Make a new Texture2D and read the active RenderTexture’s pixels
Texture2D toTexture2D(RenderTexture rTex)
{
sourceTex = new Texture2D(rTex.width, rTex.height, TextureFormat.RGB24, false);
RenderTexture.active = rTex;
sourceTex.ReadPixels(new Rect(0, 0, rTex.width, rTex.height), 0, 0);
sourceTex.Apply();
RenderTexture.active = null;
return sourceTex;
}
Then assign the result texture to your renderer, and you’ve got a user made custom material!
Joyce (MinionsArt)
Make sure to follow Joyce on Twitter and support the artist on Patreon if you find his work useful.