9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
67 lines
2.3 KiB
HLSL
67 lines
2.3 KiB
HLSL
#ifndef UNIVERSAL_PARTICLESINSTANCING_INCLUDED
|
|
#define UNIVERSAL_PARTICLESINSTANCING_INCLUDED
|
|
|
|
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) && !defined(SHADER_TARGET_SURFACE_ANALYSIS)
|
|
#define UNITY_PARTICLE_INSTANCING_ENABLED
|
|
#endif
|
|
|
|
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
|
|
|
|
#ifndef UNITY_PARTICLE_INSTANCE_DATA
|
|
#define UNITY_PARTICLE_INSTANCE_DATA DefaultParticleInstanceData
|
|
#endif
|
|
|
|
struct DefaultParticleInstanceData
|
|
{
|
|
float3x4 transform;
|
|
uint color;
|
|
float animFrame;
|
|
};
|
|
|
|
StructuredBuffer<UNITY_PARTICLE_INSTANCE_DATA> unity_ParticleInstanceData;
|
|
float4 unity_ParticleUVShiftData;
|
|
half unity_ParticleUseMeshColors;
|
|
|
|
void ParticleInstancingMatrices(out float4x4 objectToWorld, out float4x4 worldToObject)
|
|
{
|
|
UNITY_PARTICLE_INSTANCE_DATA data = unity_ParticleInstanceData[unity_InstanceID];
|
|
|
|
// transform matrix
|
|
objectToWorld._11_21_31_41 = float4(data.transform._11_21_31, 0.0f);
|
|
objectToWorld._12_22_32_42 = float4(data.transform._12_22_32, 0.0f);
|
|
objectToWorld._13_23_33_43 = float4(data.transform._13_23_33, 0.0f);
|
|
objectToWorld._14_24_34_44 = float4(data.transform._14_24_34, 1.0f);
|
|
|
|
// inverse transform matrix (TODO: replace with a library implementation if/when available)
|
|
float3x3 worldToObject3x3;
|
|
worldToObject3x3[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx;
|
|
worldToObject3x3[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy;
|
|
worldToObject3x3[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx;
|
|
|
|
float det = dot(objectToWorld[0].xyz, worldToObject3x3[0]);
|
|
|
|
worldToObject3x3 = transpose(worldToObject3x3);
|
|
|
|
worldToObject3x3 *= rcp(det);
|
|
|
|
float3 worldToObjectPosition = mul(worldToObject3x3, -objectToWorld._14_24_34);
|
|
|
|
worldToObject._11_21_31_41 = float4(worldToObject3x3._11_21_31, 0.0f);
|
|
worldToObject._12_22_32_42 = float4(worldToObject3x3._12_22_32, 0.0f);
|
|
worldToObject._13_23_33_43 = float4(worldToObject3x3._13_23_33, 0.0f);
|
|
worldToObject._14_24_34_44 = float4(worldToObjectPosition, 1.0f);
|
|
}
|
|
|
|
void ParticleInstancingSetup()
|
|
{
|
|
ParticleInstancingMatrices(unity_ObjectToWorld, unity_WorldToObject);
|
|
}
|
|
|
|
#else
|
|
|
|
void ParticleInstancingSetup() {}
|
|
|
|
#endif
|
|
|
|
#endif // UNIVERSAL_PARTICLESINSTANCING_INCLUDED
|