#ifndef UNIVERSAL_WAVING_GRASS_INPUT_INCLUDED #define UNIVERSAL_WAVING_GRASS_INPUT_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half4 _BaseColor; half4 _SpecColor; half4 _EmissionColor; half _Cutoff; half _Shininess; CBUFFER_END #define _Surface 0.0 // Grass is always opaque // Terrain engine shader helpers CBUFFER_START(TerrainGrass) half4 _WavingTint; float4 _WaveAndDistance; // wind speed, wave size, wind amount, max sqr distance float4 _CameraPosition; // .xyz = camera position, .w = 1 / (max sqr distance) float3 _CameraRight, _CameraUp; CBUFFER_END TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize; float4 _MainTex_MipInfo; // ---- Grass helpers // Calculate a 4 fast sine-cosine pairs // val: the 4 input values - each must be in the range (0 to 1) // s: The sine of each of the 4 values // c: The cosine of each of the 4 values void FastSinCos (float4 val, out float4 s, out float4 c) { val = val * 6.408849 - 3.1415927; // powers for taylor series float4 r5 = val * val; // wavevec ^ 2 float4 r6 = r5 * r5; // wavevec ^ 4; float4 r7 = r6 * r5; // wavevec ^ 6; float4 r8 = r6 * r5; // wavevec ^ 8; float4 r1 = r5 * val; // wavevec ^ 3 float4 r2 = r1 * r5; // wavevec ^ 5; float4 r3 = r2 * r5; // wavevec ^ 7; //Vectors for taylor's series expansion of sin and cos float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841}; float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587}; // sin s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w; // cos c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w; } half4 TerrainWaveGrass (inout float4 vertex, float waveAmount, half4 color) { half4 _waveXSize = half4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y; half4 _waveZSize = half4 (0.006, .02, 0.02, 0.05) * _WaveAndDistance.y; half4 waveSpeed = half4 (1.2, 2, 1.6, 4.8); half4 _waveXmove = half4(0.024, 0.04, -0.12, 0.096); half4 _waveZmove = half4 (0.006, .02, -0.02, 0.1); float4 waves; waves = vertex.x * _waveXSize; waves += vertex.z * _waveZSize; // Add in time to model them over time waves += _WaveAndDistance.x * waveSpeed; float4 s, c; waves = frac (waves); FastSinCos (waves, s,c); s = s * s; s = s * s; half lighting = dot (s, normalize (half4 (1,1,.4,.2))) * 0.7; s = s * waveAmount; half3 waveMove = 0; waveMove.x = dot (s, _waveXmove); waveMove.z = dot (s, _waveZmove); vertex.xz -= waveMove.xz * _WaveAndDistance.z; // apply color animation half3 waveColor = lerp (real3(0.5, 0.5, 0.5), _WavingTint.rgb, lighting); // Fade the grass out before detail distance. // Saturate because Radeon HD drivers on OS X 10.4.10 don't saturate vertex colors properly. half3 offset = vertex.xyz - _CameraPosition.xyz; color.a = saturate (2 * (_WaveAndDistance.w - dot (offset, offset)) * _CameraPosition.w); return half4(2 * waveColor * color.rgb, color.a); } void TerrainBillboardGrass( inout float4 pos, float2 offset ) { float3 grasspos = pos.xyz - _CameraPosition.xyz; if (dot(grasspos, grasspos) > _WaveAndDistance.w) offset = 0.0; pos.xyz += offset.x * _CameraRight.xyz; pos.y += offset.y; } #endif