#ifndef UNIVERSAL_SPEEDTREE7_PASSES_INCLUDED #define UNIVERSAL_SPEEDTREE7_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "SpeedTree7CommonPasses.hlsl" void InitializeData(inout SpeedTreeVertexInput input, float lodValue) { float3 finalPosition = input.vertex.xyz; #ifdef ENABLE_WIND half windQuality = _WindQuality * _WindEnabled; float3 rotatedWindVector, rotatedBranchAnchor; if (windQuality <= WIND_QUALITY_NONE) { rotatedWindVector = float3(0.0f, 0.0f, 0.0f); rotatedBranchAnchor = float3(0.0f, 0.0f, 0.0f); } else { // compute rotated wind parameters rotatedWindVector = normalize(mul(_ST_WindVector.xyz, (float3x3)UNITY_MATRIX_M)); rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)UNITY_MATRIX_M)) * _ST_WindBranchAnchor.w; } #endif #if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_FROND) // smooth LOD #ifdef LOD_FADE_PERCENTAGE finalPosition = lerp(finalPosition, input.texcoord1.xyz, lodValue); #endif // frond wind, if needed #if defined(ENABLE_WIND) && defined(GEOM_TYPE_FROND) if (windQuality == WIND_QUALITY_PALM) finalPosition = RippleFrond(finalPosition, input.normal, input.texcoord.x, input.texcoord.y, input.texcoord2.x, input.texcoord2.y, input.texcoord2.z); #endif #elif defined(GEOM_TYPE_LEAF) // remove anchor position finalPosition -= input.texcoord1.xyz; bool isFacingLeaf = input.color.a == 0; if (isFacingLeaf) { #ifdef LOD_FADE_PERCENTAGE finalPosition *= lerp(1.0, input.texcoord1.w, lodValue); #endif // face camera-facing leaf to camera float offsetLen = length(finalPosition); finalPosition = mul(finalPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * finalPosition finalPosition = normalize(finalPosition) * offsetLen; // make sure the offset vector is still scaled } else { #ifdef LOD_FADE_PERCENTAGE float3 lodPosition = float3(input.texcoord1.w, input.texcoord3.x, input.texcoord3.y); finalPosition = lerp(finalPosition, lodPosition, lodValue); #endif } #ifdef ENABLE_WIND // leaf wind if (windQuality > WIND_QUALITY_FASTEST && windQuality < WIND_QUALITY_PALM) { float leafWindTrigOffset = input.texcoord1.x + input.texcoord1.y; finalPosition = LeafWind(windQuality == WIND_QUALITY_BEST, input.texcoord2.w > 0.0, finalPosition, input.normal, input.texcoord2.x, float3(0,0,0), input.texcoord2.y, input.texcoord2.z, leafWindTrigOffset, rotatedWindVector); } #endif // move back out to anchor finalPosition += input.texcoord1.xyz; #endif #ifdef ENABLE_WIND float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w); #ifndef GEOM_TYPE_MESH if (windQuality >= WIND_QUALITY_BETTER) { // branch wind (applies to all 3D geometry) finalPosition = BranchWind(windQuality == WIND_QUALITY_PALM, finalPosition, treePos, float4(input.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor); } #endif // global wind if (windQuality > WIND_QUALITY_NONE) { finalPosition = GlobalWind(finalPosition, treePos, true, rotatedWindVector, _ST_WindGlobal.x); } #endif input.vertex.xyz = finalPosition; } SpeedTreeVertexOutput SpeedTree7Vert(SpeedTreeVertexInput input) { SpeedTreeVertexOutput output = (SpeedTreeVertexOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // handle speedtree wind and lod InitializeData(input, unity_LODFade.x); #ifdef VERTEX_COLOR output.color = _Color; output.color.rgb *= input.color.r; // ambient occlusion factor #endif output.uvHueVariation.xy = input.texcoord.xy; #ifdef EFFECT_HUE_VARIATION half hueVariationAmount = frac(UNITY_MATRIX_M[0].w + UNITY_MATRIX_M[1].w + UNITY_MATRIX_M[2].w); hueVariationAmount += frac(input.vertex.x + input.normal.y + input.normal.x) * 0.5 - 0.3; output.uvHueVariation.z = saturate(hueVariationAmount * _HueVariation.a); #endif #ifdef GEOM_TYPE_BRANCH_DETAIL // The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem. output.detail.xy = input.texcoord2.xy; output.detail.z = input.color.a == 0 ? input.texcoord2.z : 2.5; // stay out of Blend's .z range #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); half3 normalWS = TransformObjectToWorldNormal(input.normal); half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS); half fogFactor = 0; #if !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); #ifdef EFFECT_BUMP real sign = input.tangent.w * GetOddNegativeScale(); output.normalWS.xyz = normalWS; output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz); output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign; // View dir packed in w. output.normalWS.w = viewDirWS.x; output.tangentWS.w = viewDirWS.y; output.bitangentWS.w = viewDirWS.z; #else output.normalWS = normalWS; output.viewDirWS = viewDirWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.positionWS = vertexInput.positionWS; output.clipPos = vertexInput.positionCS; OUTPUT_SH4(vertexInput.positionWS, output.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.vertexSH, output.probeOcclusion); return output; } SpeedTreeVertexDepthOutput SpeedTree7VertDepth(SpeedTreeVertexInput input) { SpeedTreeVertexDepthOutput output = (SpeedTreeVertexDepthOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // handle speedtree wind and lod InitializeData(input, unity_LODFade.x); output.uvHueVariation.xy = input.texcoord.xy; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); output.viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); #ifdef SHADOW_CASTER half3 normalWS = TransformObjectToWorldNormal(input.normal); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - vertexInput.positionWS); #else float3 lightDirectionWS = _LightDirection; #endif output.clipPos = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, lightDirectionWS)); #else output.clipPos = vertexInput.positionCS; #endif return output; } SpeedTreeVertexDepthNormalOutput SpeedTree7VertDepthNormal(SpeedTreeVertexInput input) { SpeedTreeVertexDepthNormalOutput output = (SpeedTreeVertexDepthNormalOutput)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); // handle speedtree wind and lod InitializeData(input, unity_LODFade.x); output.uvHueVariation.xy = input.texcoord.xy; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); half3 normalWS = TransformObjectToWorldNormal(input.normal); half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS); #ifdef GEOM_TYPE_BRANCH_DETAIL // The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem. output.detail.xy = input.texcoord2.xy; output.detail.z = input.color.a == 0 ? input.texcoord2.z : 2.5; // stay out of Blend's .z range #endif #ifdef EFFECT_BUMP real sign = input.tangent.w * GetOddNegativeScale(); output.normalWS.xyz = normalWS; output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz); output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign; // View dir packed in w. output.normalWS.w = viewDirWS.x; output.tangentWS.w = viewDirWS.y; output.bitangentWS.w = viewDirWS.z; #else output.normalWS = normalWS; output.viewDirWS = viewDirWS; #endif output.clipPos = vertexInput.positionCS; return output; } #endif