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Question by stifmeister0700 · Mar 10 at 09:56 AM · shaderrendertexture

Cleaning effect with progress counter

I'm working on object cleaning in unity. This effect actually works.

https://gfycat.com/pl/sophisticatedverifiablehoneybadger

What I still need is the progress, do you have any idea how can I count the progress of the cleaning?

(my code is below)

Thank you so much!

 public class PaintWithMouse : MonoBehaviour
     {
         [SerializeField] private Shader drawShader; 
         [SerializeField] [Range (1,500)] private float size;
 
         private RenderTexture _splatMap; 
         private Material _currentMaterial, _drawMaterial; 
         private RaycastHit _hit;
         private bool _paintMode;
         private bool _cleaning;
 
         private static readonly int SplatMap = Shader.PropertyToID("SplatMap");
         private static readonly int Coordinates = Shader.PropertyToID("_Coordinates");
         private static readonly int Size = Shader.PropertyToID("_Size");
 
         private void Start()
         {
             _drawMaterial = new Material(drawShader);
 
             _currentMaterial = GetComponent<MeshRenderer>().material;
 
             _splatMap = new RenderTexture(256, 256, 0, RenderTextureFormat.ARGBFloat);
 
             _currentMaterial.SetTexture(SplatMap, _splatMap);
         }
 
         private void Update()
         {
             if (!UnityEngine.Input.GetMouseButton(0)) return;
             
             if (!Physics.Raycast(Camera.main.ScreenPointToRay(UnityEngine.Input.mousePosition), out _hit)) return;
             
             _drawMaterial.SetVector(Coordinates, new Vector4(_hit.lightmapCoord.x, _hit.lightmapCoord.y, 0, 0));
             _drawMaterial.SetFloat(Size, size);
             
             var temp = RenderTexture.GetTemporary(_splatMap.width, _splatMap.height, 0, RenderTextureFormat.ARGBFloat);
 
             Graphics.Blit(_splatMap, temp);
             Graphics.Blit(temp, _splatMap, _drawMaterial);
             
             RenderTexture.ReleaseTemporary(temp);
         }
     }
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             fixed4 _Coordinates;
             half _Size;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v. vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 fixed4 col = tex2D(_MainTex, i.uv); 
                 float draw =  pow(saturate (1- distance (i.uv, _Coordinates.xy)), 500/_Size);
                 return saturate (col + draw);
             }
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