diff --git a/Source/Editor/Tools/Terrain/Paint/Mode.cs b/Source/Editor/Tools/Terrain/Paint/Mode.cs
index bf9857bea..03e4a4690 100644
--- a/Source/Editor/Tools/Terrain/Paint/Mode.cs
+++ b/Source/Editor/Tools/Terrain/Paint/Mode.cs
@@ -209,8 +209,7 @@ namespace FlaxEditor.Tools.Terrain.Paint
public int SplatmapIndex;
///
- /// The splatmap texture index. If is 0, this will be 1.
- /// If is 1, this will be 0.
+ /// The splatmap texture index. If is 0, this will be 1. If is 1, this will be 0.
///
public int SplatmapIndexOther;
@@ -220,8 +219,7 @@ namespace FlaxEditor.Tools.Terrain.Paint
public Color32* TempBuffer;
///
- /// The 'other" temporary data buffer (for modified data). If refers
- /// to the splatmap with index 0, this one will refer to the one with index 1.
+ /// The 'other' temporary data buffer (for modified data). If refersto the splatmap with index 0, this one will refer to the one with index 1.
///
public Color32* TempBufferOther;
diff --git a/Source/Editor/Tools/Terrain/Paint/SingleLayerMode.cs b/Source/Editor/Tools/Terrain/Paint/SingleLayerMode.cs
index d0c76a830..5921f7d10 100644
--- a/Source/Editor/Tools/Terrain/Paint/SingleLayerMode.cs
+++ b/Source/Editor/Tools/Terrain/Paint/SingleLayerMode.cs
@@ -76,6 +76,7 @@ namespace FlaxEditor.Tools.Terrain.Paint
// Apply brush modification
Profiler.BeginEvent("Apply Brush");
+ bool otherModified = false;
for (int z = 0; z < p.ModifiedSize.Y; z++)
{
var zz = z + p.ModifiedOffset.Y;
@@ -86,34 +87,38 @@ namespace FlaxEditor.Tools.Terrain.Paint
var samplePositionLocal = p.PatchPositionLocal + new Vector3(xx * FlaxEngine.Terrain.UnitsPerVertex, 0, zz * FlaxEngine.Terrain.UnitsPerVertex);
Vector3.Transform(ref samplePositionLocal, ref p.TerrainWorld, out Vector3 samplePositionWorld);
+ var sample = Mathf.Saturate(p.Brush.Sample(ref brushPosition, ref samplePositionWorld));
+
+ var paintAmount = sample * strength;
+ if (paintAmount < 0.0f)
+ continue; // Skip when pixel won't be affected
- var sample = Mathf.Clamp(p.Brush.Sample(ref brushPosition, ref samplePositionWorld), 0f, 1f);
- var paintAmount = sample * strength * (1f - src[c]);
-
// Paint on the active splatmap texture
- src[c] = Mathf.Clamp(src[c] + paintAmount, 0, 1f);
- src[(c + 1) % 4] = Mathf.Clamp(src[(c + 1) % 4] - paintAmount, 0, 1f);
- src[(c + 2) % 4] = Mathf.Clamp(src[(c + 2) % 4] - paintAmount, 0, 1f);
- src[(c + 3) % 4] = Mathf.Clamp(src[(c + 3) % 4] - paintAmount, 0, 1f);
-
+ src[c] = Mathf.Saturate(src[c] + paintAmount);
+ src[(c + 1) % 4] = Mathf.Saturate(src[(c + 1) % 4] - paintAmount);
+ src[(c + 2) % 4] = Mathf.Saturate(src[(c + 2) % 4] - paintAmount);
+ src[(c + 3) % 4] = Mathf.Saturate(src[(c + 3) % 4] - paintAmount);
p.TempBuffer[z * p.ModifiedSize.X + x] = src;
- // Remove 'paint' from the other splatmap texture
var other = (Color)p.SourceDataOther[zz * p.HeightmapSize + xx];
-
- other[c] = Mathf.Clamp(other[c] - paintAmount, 0, 1f);
- other[(c + 1) % 4] = Mathf.Clamp(other[(c + 1) % 4] - paintAmount, 0, 1f);
- other[(c + 2) % 4] = Mathf.Clamp(other[(c + 2) % 4] - paintAmount, 0, 1f);
- other[(c + 3) % 4] = Mathf.Clamp(other[(c + 3) % 4] - paintAmount, 0, 1f);
-
- p.TempBufferOther[z * p.ModifiedSize.X + x] = other;
+ //if (other.ValuesSum > 0.0f) // Skip editing the other splatmap if it's empty
+ {
+ // Remove 'paint' from the other splatmap texture
+ other[c] = Mathf.Saturate(other[c] - paintAmount);
+ other[(c + 1) % 4] = Mathf.Saturate(other[(c + 1) % 4] - paintAmount);
+ other[(c + 2) % 4] = Mathf.Saturate(other[(c + 2) % 4] - paintAmount);
+ other[(c + 3) % 4] = Mathf.Saturate(other[(c + 3) % 4] - paintAmount);
+ p.TempBufferOther[z * p.ModifiedSize.X + x] = other;
+ otherModified = true;
+ }
}
}
Profiler.EndEvent();
// Update terrain patch
TerrainTools.ModifySplatMap(p.Terrain, ref p.PatchCoord, p.SplatmapIndex, p.TempBuffer, ref p.ModifiedOffset, ref p.ModifiedSize);
- TerrainTools.ModifySplatMap(p.Terrain, ref p.PatchCoord, p.SplatmapIndexOther, p.TempBufferOther, ref p.ModifiedOffset, ref p.ModifiedSize);
+ if (otherModified)
+ TerrainTools.ModifySplatMap(p.Terrain, ref p.PatchCoord, p.SplatmapIndexOther, p.TempBufferOther, ref p.ModifiedOffset, ref p.ModifiedSize);
}
}
}
diff --git a/Source/Engine/Core/Math/Color.cs b/Source/Engine/Core/Math/Color.cs
index d585177a0..7474b913d 100644
--- a/Source/Engine/Core/Math/Color.cs
+++ b/Source/Engine/Core/Math/Color.cs
@@ -92,6 +92,21 @@ namespace FlaxEngine
///
public float MaxColorComponent => Mathf.Max(Mathf.Max(R, G), B);
+ ///
+ /// Gets a minimum component value (max of r,g,b,a).
+ ///
+ public float MinValue => Math.Min(R, Math.Min(G, Math.Min(B, A)));
+
+ ///
+ /// Gets a maximum component value (min of r,g,b,a).
+ ///
+ public float MaxValue => Math.Max(R, Math.Max(G, Math.Max(B, A)));
+
+ ///
+ /// Gets a sum of the component values.
+ ///
+ public float ValuesSum => R + G + B + A;
+
///
/// Constructs a new Color with given r,g,b,a component.
///