Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/Shaders/Resources/VertexWind_Stacked.surfshader

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BEGIN_OPTIONS
ShaderName "AwesomeTechnologies/Development/Trees/VertexWind"
Stackable "True"
END_OPTIONS
BEGIN_PROPERTIES
_InitialBend("Wind Initial Bend", Float) = 1
_Stiffness("Wind Stiffness", Float) = 1
_Drag("Wind Drag", Float) = 1
_ShiverDrag("Wind Shiver Drag", Float) = 0.05
_WindNormalInfluence("Wind Normal Influence", Float) = 0
END_PROPERTIES
BEGIN_DEFINES
#define FLT_EPSILON 1.192092896e-07
END_DEFINES
BEGIN_CODE
sampler2D WIND_SETTINGS_TexNoise;
sampler2D WIND_SETTINGS_TexGust;
float _InitialBend;
float _Stiffness;
float _Drag;
float _ShiverDrag;
float _ShiverDirectionality;
float _WindNormalInfluence;
float4 _NewNormal;
float4 WIND_SETTINGS_WorldDirectionAndSpeed;
float WIND_SETTINGS_FlexNoiseScale;
float WIND_SETTINGS_ShiverNoiseScale;
float WIND_SETTINGS_Turbulence;
float WIND_SETTINGS_GustSpeed;
float WIND_SETTINGS_GustScale;
float WIND_SETTINGS_GustWorldScale;
float PositivePow_(float base, float power)
{
return pow(max(abs(base), float(FLT_EPSILON)), power);
}
float AttenuateTrunk_(float x, float s)
{
float r = (x / s);
return PositivePow_(r,1/s);
}
float3 Rotate_(float3 pivot, float3 position, float3 rotationAxis, float angle)
{
rotationAxis = normalize(rotationAxis);
float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
}
struct WindData_
{
float3 Direction;
float Strength;
float3 ShiverStrength;
float3 ShiverDirection;
float Gust;
};
float3 texNoise_(float3 worldPos, float LOD)
{
return tex2Dlod(WIND_SETTINGS_TexNoise,float4(worldPos.xz,0,LOD)).xyz -0.5;
}
float texGust_(float3 worldPos, float LOD)
{
return tex2Dlod(WIND_SETTINGS_TexGust, float4(worldPos.xz,0, LOD)).x;
}
WindData_ GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time)
{
WindData_ result;
float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeed.xyz);
float3 worldOffset = normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w * time.y;
float3 gustWorldOffset = normalizedDir * WIND_SETTINGS_GustSpeed * time.y;
// Trunk noise is base wind + gusts + noise
float3 trunk = float3(0,0,0);
if(WIND_SETTINGS_WorldDirectionAndSpeed.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
{
trunk = texNoise_((PivotPosition - worldOffset)*WIND_SETTINGS_FlexNoiseScale,3);
}
float gust = 0.0;
if(WIND_SETTINGS_GustSpeed > 0.0)
{
gust = texGust_((PivotPosition - gustWorldOffset)*WIND_SETTINGS_GustWorldScale,3);
gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
}
float3 trunkNoise =
(
(normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w)
+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
+ (trunk * WIND_SETTINGS_Turbulence)
) * drag;
// Shiver Noise
float3 shiverNoise = texNoise_((WorldPosition - worldOffset)*WIND_SETTINGS_ShiverNoiseScale,0) * shiverDrag * WIND_SETTINGS_Turbulence;
float3 dir = trunkNoise;
float flex = length(trunkNoise) + initialBend;
float shiver = length(shiverNoise);
result.Direction = dir;
result.ShiverDirection = shiverNoise;
result.Strength = flex;
result.ShiverStrength = shiver + shiver * gust;
result.Gust = (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
+ (trunk * WIND_SETTINGS_Turbulence);
return result;
}
void ApplyWindDisplacement_( inout float3 positionWS,
inout WindData_ windData,
float3 normalWS,
float3 rootWP,
float stiffness,
float drag,
float shiverDrag,
float shiverDirectionality,
float initialBend,
float shiverMask,
float4 time)
{
WindData_ wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, initialBend, time);
if (wind.Strength > 0.0)
{
float att = AttenuateTrunk_(distance(positionWS, rootWP), stiffness);
float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
positionWS = Rotate_(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
float3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
positionWS += wind.ShiverStrength * shiverDirection * shiverMask;
}
windData = wind;
}
float3 TransformObjectToWorldNormal_(float3 normalOS)
{
#ifdef UNITY_ASSUME_UNIFORM_SCALING
return UnityObjectToWorldDir(normalOS);
#else
return normalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix()));
#endif
}
void ModifyVertex(inout VertexData v, inout ExtraV2F d)
{
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float3 rootWP = TransformObjectToWorld(float3(0,0,0));
if (positionWS.y > rootWP.y)
{
float3 normalWS = TransformObjectToWorldNormal_(v.normal);
WindData_ windData;
ApplyWindDisplacement_(positionWS, windData, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, v.vertexColor.a, _Time);
v.vertex.xyz = TransformWorldToObject(positionWS).xyz;
}
}
void SurfaceFunction(inout Surface o, ShaderData d)
{
}
END_CODE