#ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED #define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" struct GrassVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; half4 color : COLOR; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct GrassVertexOutput { float2 uv : TEXCOORD0; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128 half3 normal : TEXCOORD3; half3 viewDir : TEXCOORD4; half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif half4 color : TEXCOORD7; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeInputData(GrassVertexOutput input, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.posWSShininess.xyz; half3 viewDirWS = input.viewDir; #if SHADER_HINT_NICE_QUALITY viewDirWS = SafeNormalize(viewDirWS); #endif inputData.normalWS = NormalizeNormalPerPixel(input.normal); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #if defined(_FOG_FRAGMENT) float clipZ = input.clipPos.z; #if !UNITY_REVERSED_Z clipZ = lerp(UNITY_NEAR_CLIP_VALUE, 1, clipZ); // OpenGL NDC, -1 < z < 1 #endif clipZ *= input.clipPos.w; inputData.fogCoord = ComputeFogFactor(clipZ); #else inputData.fogCoord = input.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUV, NOT_USED, input.vertexSH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); #endif inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUV; #elif defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUV; #else inputData.vertexSH = input.vertexSH; #endif #endif } void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData) { VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); vertData.uv = input.texcoord; vertData.posWSShininess.xyz = vertexInput.positionWS; vertData.posWSShininess.w = 32; vertData.clipPos = vertexInput.positionCS; vertData.viewDir = GetCameraPositionWS() - vertexInput.positionWS; #if !SHADER_QUALITY_NICE_HINT vertData.viewDir = SafeNormalize(vertData.viewDir); #endif vertData.normal = TransformObjectToWorldNormal(input.normal); // We either sample GI from lightmap or SH. // Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH) // see DECLARE_LIGHTMAP_OR_SH macro. // The following funcions initialize the correct variable with correct data OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, vertData.lightmapUV); OUTPUT_SH(vertData.normal, vertData.vertexSH); half3 vertexLight = VertexLighting(vertexInput.positionWS, vertData.normal.xyz); #if defined(_FOG_FRAGMENT) half fogFactor = 0; #else half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) vertData.shadowCoord = GetShadowCoord(vertexInput); #endif } /////////////////////////////////////////////////////////////////////////////// // Vertex and Fragment functions // /////////////////////////////////////////////////////////////////////////////// // Grass: appdata_full usage // color - .xyz = color, .w = wave scale // normal - normal // tangent.xy - billboard extrusion // texcoord - UV coords // texcoord1 - 2nd UV coords GrassVertexOutput WavingGrassVert(GrassVertexInput v) { GrassVertexOutput o = (GrassVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices // _WaveAndDistance.z == 0 for MeshLit float waveAmount = v.color.a * _WaveAndDistance.z; o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color); InitializeVertData(v, o); return o; } GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v) { GrassVertexOutput o = (GrassVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainBillboardGrass (v.vertex, v.tangent.xy); // wave amount defined by the grass height float waveAmount = v.tangent.y; o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color); InitializeVertData(v, o); return o; } inline void InitializeSimpleLitSurfaceData(GrassVertexOutput input, out SurfaceData outSurfaceData) { half4 diffuseAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)); half3 diffuse = diffuseAlpha.rgb * input.color.rgb; half alpha = diffuseAlpha.a; AlphaDiscard(alpha, _Cutoff); alpha *= input.color.a; outSurfaceData = (SurfaceData)0; outSurfaceData.alpha = alpha; outSurfaceData.albedo = diffuse; outSurfaceData.metallic = 0.0; // unused outSurfaceData.specular = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); outSurfaceData.smoothness = input.posWSShininess.w; outSurfaceData.normalTS = 0.0; // unused outSurfaceData.occlusion = 1.0; outSurfaceData.emission = 0.0; } // Used for StandardSimpleLighting shader #ifdef TERRAIN_GBUFFER FragmentOutput LitPassFragmentGrass(GrassVertexOutput input) #else half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target #endif { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); SurfaceData surfaceData; InitializeSimpleLitSurfaceData(input, surfaceData); InputData inputData; InitializeInputData(input, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _MainTex); #ifdef TERRAIN_GBUFFER half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha); return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit); #else half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; #endif }; struct GrassVertexDepthOnlyInput { float4 vertex : POSITION; float4 tangent : TANGENT; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct GrassVertexDepthOnlyOutput { float2 uv : TEXCOORD0; half4 color : TEXCOORD1; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; void InitializeVertData(GrassVertexDepthOnlyInput input, inout GrassVertexDepthOnlyOutput vertData) { VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); vertData.uv = input.texcoord; vertData.clipPos = vertexInput.positionCS; } GrassVertexDepthOnlyOutput DepthOnlyVertex(GrassVertexDepthOnlyInput v) { GrassVertexDepthOnlyOutput o = (GrassVertexDepthOnlyOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices // _WaveAndDistance.z == 0 for MeshLit float waveAmount = v.color.a * _WaveAndDistance.z; o.color = TerrainWaveGrass(v.vertex, waveAmount, v.color); InitializeVertData(v, o); return o; } half4 DepthOnlyFragment(GrassVertexDepthOnlyOutput input) : SV_TARGET { Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, input.color, _Cutoff); return 0; } #endif