#ifndef UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED #define UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "SpeedTreeUtility.hlsl" struct SpeedTreeVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 texcoord3 : TEXCOORD3; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SpeedTreeVertexOutput { half2 uv : TEXCOORD0; half4 color : TEXCOORD1; half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light #ifdef EFFECT_BUMP half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD3; half3 viewDirWS : TEXCOORD4; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif float3 positionWS : TEXCOORD7; DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8); float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SpeedTreeVertexDepthOutput { half2 uv : TEXCOORD0; half4 color : TEXCOORD1; half3 viewDirWS : TEXCOORD2; float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SpeedTreeVertexDepthNormalOutput { half2 uv : TEXCOORD0; half4 color : TEXCOORD1; #ifdef EFFECT_BUMP half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else half3 normalWS : TEXCOORD2; half3 viewDirWS : TEXCOORD3; #endif float4 clipPos : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SpeedTreeDepthNormalFragmentInput { SpeedTreeVertexDepthNormalOutput interpolated; #ifdef EFFECT_BACKSIDE_NORMALS FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC; #endif }; struct SpeedTreeFragmentInput { SpeedTreeVertexOutput interpolated; #ifdef EFFECT_BACKSIDE_NORMALS FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC; #endif }; void InitializeData(inout SpeedTreeVertexInput input, float lodValue) { #if defined(LOD_FADE_PERCENTAGE) && (!defined(LOD_FADE_CROSSFADE) && !defined(EFFECT_BILLBOARD)) input.vertex.xyz = lerp(input.vertex.xyz, input.texcoord2.xyz, lodValue); #endif // wind #if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE) if (_WindEnabled > 0) { float3 rotatedWindVector = mul(_ST_WindVector.xyz, (float3x3)unity_ObjectToWorld); float windLength = length(rotatedWindVector); if (windLength < 1e-5) { // sanity check that wind data is available return; } rotatedWindVector /= windLength; float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w); float3 windyPosition = input.vertex.xyz; #ifndef EFFECT_BILLBOARD // geometry type float geometryType = (int)(input.texcoord3.w + 0.25); bool leafTwo = false; if (geometryType > GEOM_TYPE_FACINGLEAF) { geometryType -= 2; leafTwo = true; } // leaves if (geometryType > GEOM_TYPE_FROND) { // remove anchor position float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w); windyPosition -= anchor; if (geometryType == GEOM_TYPE_FACINGLEAF) { // face camera-facing leaf to camera float offsetLen = length(windyPosition); windyPosition = mul(windyPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * windyPosition windyPosition = normalize(windyPosition) * offsetLen; // make sure the offset vector is still scaled } // leaf wind #if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) #ifdef _WINDQUALITY_BEST bool bBestWind = true; #else bool bBestWind = false; #endif float leafWindTrigOffset = anchor.x + anchor.y; windyPosition = LeafWind(bBestWind, leafTwo, windyPosition, input.normal, input.texcoord3.x, float3(0,0,0), input.texcoord3.y, input.texcoord3.z, leafWindTrigOffset, rotatedWindVector); #endif // move back out to anchor windyPosition += anchor; } // frond wind bool bPalmWind = false; #ifdef _WINDQUALITY_PALM bPalmWind = true; if (geometryType == GEOM_TYPE_FROND) { windyPosition = RippleFrond(windyPosition, input.normal, input.texcoord.x, input.texcoord.y, input.texcoord3.x, input.texcoord3.y, input.texcoord3.z); } #endif // branch wind (applies to all 3D geometry) #if defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) || defined(_WINDQUALITY_PALM) float3 rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)unity_ObjectToWorld)) * _ST_WindBranchAnchor.w; windyPosition = BranchWind(bPalmWind, windyPosition, treePos, float4(input.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor); #endif #endif // !EFFECT_BILLBOARD // global wind float globalWindTime = _ST_WindGlobal.x; #if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED) globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime); #endif windyPosition = GlobalWind(windyPosition, treePos, true, rotatedWindVector, globalWindTime); input.vertex.xyz = windyPosition; } #endif #if defined(EFFECT_BILLBOARD) float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w); // crossfade faces bool topDown = (input.texcoord.z > 0.5); float3 viewDir = UNITY_MATRIX_IT_MV[2].xyz; float3 cameraDir = normalize(mul((float3x3)UNITY_MATRIX_M, _WorldSpaceCameraPos - treePos)); float viewDot = max(dot(viewDir, input.normal), dot(cameraDir, input.normal)); viewDot *= viewDot; viewDot *= viewDot; viewDot += topDown ? 0.38 : 0.18; // different scales for horz and vert billboards to fix transition zone // if invisible, avoid overdraw if (viewDot < 0.3333) { input.vertex.xyz = float3(0, 0, 0); } input.color = float4(1, 1, 1, clamp(viewDot, 0, 1)); // adjust lighting on billboards to prevent seams between the different faces if (topDown) { input.normal += cameraDir; } else { half3 binormal = cross(input.normal, input.tangent.xyz) * input.tangent.w; float3 right = cross(cameraDir, binormal); input.normal = cross(binormal, right); } input.normal = normalize(input.normal); #endif } SpeedTreeVertexOutput SpeedTree8Vert(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); output.uv = input.texcoord.xy; output.color = input.color; // color already contains (ao, ao, ao, blend) // put hue variation amount in there #ifdef EFFECT_HUE_VARIATION float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w); float hueVariationAmount = frac(treePos.x + treePos.y + treePos.z); output.color.g = saturate(hueVariationAmount * _HueVariationColor.a); #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); half3 normalWS = TransformObjectToWorldNormal(input.normal); half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS); half fogFactor = 0.0; #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 output.positionWS = vertexInput.positionWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif output.clipPos = vertexInput.positionCS; OUTPUT_SH(output.normalWS.xyz, output.vertexSH); return output; } SpeedTreeVertexDepthOutput SpeedTree8VertDepth(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.uv = input.texcoord.xy; output.color = input.color; 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 float4 positionCS = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, lightDirectionWS)); output.clipPos = positionCS; #else output.clipPos = vertexInput.positionCS; #endif return output; } void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData) { inputData = (InputData)0; inputData.positionWS = input.interpolated.positionWS.xyz; inputData.positionCS = input.interpolated.clipPos; #ifdef EFFECT_BUMP inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz)); inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w); #else inputData.normalWS = NormalizeNormalPerPixel(input.interpolated.normalWS); inputData.viewDirectionWS = input.interpolated.viewDirWS; #endif #if SHADER_HINT_NICE_QUALITY inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.interpolated.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = InitializeInputDataFog(float4(input.interpolated.positionWS, 1.0), input.interpolated.fogFactorAndVertexLight.x); inputData.vertexLighting = input.interpolated.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(NOT_USED, input.interpolated.vertexSH, inputData.normalWS); inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.interpolated.clipPos); inputData.shadowMask = half4(1, 1, 1, 1); // No GI currently. #if defined(DEBUG_DISPLAY) && !defined(LIGHTMAP_ON) inputData.vertexSH = input.interpolated.vertexSH; #endif #if defined(_NORMALMAP) inputData.tangentToWorld = half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz); #endif } #ifdef GBUFFER FragmentOutput SpeedTree8Frag(SpeedTreeFragmentInput input) #else half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target #endif { UNITY_SETUP_INSTANCE_ID(input.interpolated); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated); #if !defined(SHADER_QUALITY_LOW) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group #ifdef EFFECT_BUMP half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w); #else half3 viewDirectionWS = input.interpolated.viewDirWS; #endif LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x); #endif #endif half2 uv = input.interpolated.uv; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color; half alpha = diffuse.a * input.interpolated.color.a; AlphaDiscard(alpha, 0.3333); half3 albedo = diffuse.rgb; half3 emission = 0; half metallic = 0; half smoothness = 0; half occlusion = 0; half3 specular = 0; // hue variation #ifdef EFFECT_HUE_VARIATION half3 shiftedColor = lerp(albedo, _HueVariationColor.rgb, input.interpolated.color.g); // preserve vibrance half maxBase = max(albedo.r, max(albedo.g, albedo.b)); half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b)); maxBase /= newMaxBase; maxBase = maxBase * 0.5f + 0.5f; shiftedColor.rgb *= maxBase; albedo = saturate(shiftedColor); #endif // normal #ifdef EFFECT_BUMP half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); #else half3 normalTs = half3(0, 0, 1); #endif // flip normal on backsides #ifdef EFFECT_BACKSIDE_NORMALS normalTs.z = IS_FRONT_VFACE(input.facing, normalTs.z, -normalTs.z); #endif // adjust billboard normals to improve GI and matching #ifdef EFFECT_BILLBOARD normalTs.z *= 0.5; normalTs = normalize(normalTs); #endif // extra #ifdef EFFECT_EXTRA_TEX half4 extra = tex2D(_ExtraTex, uv); smoothness = extra.r; metallic = extra.g; occlusion = extra.b * input.interpolated.color.r; #else smoothness = _Glossiness; metallic = _Metallic; occlusion = input.interpolated.color.r; #endif InputData inputData; InitializeInputData(input, normalTs, inputData); SETUP_DEBUG_TEXTURE_DATA(inputData, input.interpolated.uv, _MainTex); #if defined(GBUFFER) || defined(EFFECT_SUBSURFACE) Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); #endif // subsurface (hijack emissive) #ifdef EFFECT_SUBSURFACE half fSubsurfaceRough = 0.7 - smoothness * 0.5; half fSubsurface = D_GGX(clamp(-dot(mainLight.direction.xyz, inputData.viewDirectionWS.xyz), 0, 1), fSubsurfaceRough); float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); half realtimeShadow = MainLightRealtimeShadow(shadowCoord); float3 tintedSubsurface = tex2D(_SubsurfaceTex, uv).rgb * _SubsurfaceColor.rgb; float3 directSubsurface = tintedSubsurface.rgb * mainLight.color.rgb * fSubsurface * realtimeShadow; float3 indirectSubsurface = tintedSubsurface.rgb * inputData.bakedGI.rgb * _SubsurfaceIndirect; emission = directSubsurface + indirectSubsurface; #endif #ifdef GBUFFER // in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR // in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer BRDFData brdfData; InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); return BRDFDataToGbuffer(brdfData, inputData, smoothness, emission + color, occlusion); #else SurfaceData surfaceData; surfaceData.albedo = albedo; surfaceData.specular = specular; surfaceData.metallic = metallic; surfaceData.smoothness = smoothness; surfaceData.normalTS = normalTs; surfaceData.emission = emission; surfaceData.occlusion = occlusion; surfaceData.alpha = alpha; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #if defined(DEBUG_DISPLAY) inputData.uv = uv; #endif half4 color = UniversalFragmentPBR(inputData, surfaceData); color.rgb = MixFog(color.rgb, inputData.fogCoord); color.a = OutputAlpha(color.a, _Surface); return color; #endif } half4 SpeedTree8FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if !defined(SHADER_QUALITY_LOW) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(input.viewDirWS, input.clipPos.xy), unity_LODFade.x); #endif #endif half2 uv = input.uv; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color; half alpha = diffuse.a * input.color.a; AlphaDiscard(alpha, 0.3333); #if defined(SCENESELECTIONPASS) // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly return half4(_ObjectId, _PassValue, 1.0, 1.0); #else return half4(0, 0, 0, 0); #endif } SpeedTreeVertexDepthNormalOutput SpeedTree8VertDepthNormal(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.uv = input.texcoord.xy; output.color = input.color; VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); half3 normalWS = TransformObjectToWorldNormal(input.normal); 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 output.clipPos = vertexInput.positionCS; return output; } half4 SpeedTree8FragDepthNormal(SpeedTreeDepthNormalFragmentInput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input.interpolated); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated); #if !defined(SHADER_QUALITY_LOW) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group #ifdef EFFECT_BUMP half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w); #else half3 viewDirectionWS = input.interpolated.viewDirWS; #endif LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x); #endif #endif half2 uv = input.interpolated.uv; half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color; half alpha = diffuse.a * input.interpolated.color.a; AlphaDiscard(alpha, 0.3333); // normal #if defined(EFFECT_BUMP) half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); #else half3 normalTs = half3(0, 0, 1); #endif // flip normal on backsides #ifdef EFFECT_BACKSIDE_NORMALS if (input.facing < 0.5) { normalTs.z = -normalTs.z; } #endif // adjust billboard normals to improve GI and matching #if defined(EFFECT_BILLBOARD) normalTs.z *= 0.5; normalTs = normalize(normalTs); #endif #if defined(EFFECT_BUMP) float3 normalWS = TransformTangentToWorld(normalTs, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz)); return half4(NormalizeNormalPerPixel(normalWS), 0.0h); #else return half4(NormalizeNormalPerPixel(input.interpolated.normalWS), 0.0h); #endif } #endif