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