b486678290
Library -Artifacts
239 lines
8.7 KiB
HLSL
239 lines
8.7 KiB
HLSL
#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_SH(output.normalWS.xyz, output.vertexSH);
|
|
|
|
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
|