// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef SPEEDTREE_WIND_INCLUDED #define SPEEDTREE_WIND_INCLUDED /////////////////////////////////////////////////////////////////////// // Wind Info CBUFFER_START(SpeedTreeWind) float4 _ST_WindVector; float4 _ST_WindGlobal; float4 _ST_WindBranch; float4 _ST_WindBranchTwitch; float4 _ST_WindBranchWhip; float4 _ST_WindBranchAnchor; float4 _ST_WindBranchAdherences; float4 _ST_WindTurbulences; float4 _ST_WindLeaf1Ripple; float4 _ST_WindLeaf1Tumble; float4 _ST_WindLeaf1Twitch; float4 _ST_WindLeaf2Ripple; float4 _ST_WindLeaf2Tumble; float4 _ST_WindLeaf2Twitch; float4 _ST_WindFrondRipple; float4 _ST_WindAnimation; CBUFFER_END #define ST_WIND_QUALITY_NONE 0 #define ST_WIND_QUALITY_FASTEST 1 #define ST_WIND_QUALITY_FAST 2 #define ST_WIND_QUALITY_BETTER 3 #define ST_WIND_QUALITY_BEST 4 #define ST_WIND_QUALITY_PALM 5 #define ST_GEOM_TYPE_BRANCH 0 #define ST_GEOM_TYPE_FROND 1 #define ST_GEOM_TYPE_LEAF 2 #define ST_GEOM_TYPE_FACINGLEAF 3 /////////////////////////////////////////////////////////////////////// // UnpackNormalFromFloat float3 UnpackNormalFromFloat(float fValue) { float3 vDecodeKey = float3(16.0, 1.0, 0.0625); // decode into [0,1] range float3 vDecodedValue = frac(fValue / vDecodeKey); // move back into [-1,1] range & normalize return (vDecodedValue * 2.0 - 1.0); } /////////////////////////////////////////////////////////////////////// // CubicSmooth float4 CubicSmooth(float4 vData) { return vData * vData * (3.0 - 2.0 * vData); } /////////////////////////////////////////////////////////////////////// // TriangleWave float4 TriangleWave(float4 vData) { return abs((frac(vData + 0.5) * 2.0) - 1.0); } /////////////////////////////////////////////////////////////////////// // TrigApproximate float4 TrigApproximate(float4 vData) { return (CubicSmooth(TriangleWave(vData)) - 0.5) * 2.0; } /////////////////////////////////////////////////////////////////////// // RotationMatrix // // Constructs an arbitrary axis rotation matrix float3x3 RotationMatrix(float3 vAxis, float fAngle) { // compute sin/cos of fAngle float2 vSinCos; #ifdef OPENGL vSinCos.x = sin(fAngle); vSinCos.y = cos(fAngle); #else sincos(fAngle, vSinCos.x, vSinCos.y); #endif const float c = vSinCos.y; const float s = vSinCos.x; const float t = 1.0 - c; const float x = vAxis.x; const float y = vAxis.y; const float z = vAxis.z; return float3x3(t * x * x + c, t * x * y - s * z, t * x * z + s * y, t * x * y + s * z, t * y * y + c, t * y * z - s * x, t * x * z - s * y, t * y * z + s * x, t * z * z + c); } /////////////////////////////////////////////////////////////////////// // mul_float3x3_float3x3 float3x3 mul_float3x3_float3x3(float3x3 mMatrixA, float3x3 mMatrixB) { return mul(mMatrixA, mMatrixB); } /////////////////////////////////////////////////////////////////////// // mul_float3x3_float3 float3 mul_float3x3_float3(float3x3 mMatrix, float3 vVector) { return mul(mMatrix, vVector); } /////////////////////////////////////////////////////////////////////// // cross()'s parameters are backwards in GLSL #define wind_cross(a, b) cross((a), (b)) /////////////////////////////////////////////////////////////////////// // Roll float Roll(float fCurrent, float fMaxScale, float fMinScale, float fSpeed, float fRipple, float3 vPos, float fTime, float3 vRotatedWindVector) { float fWindAngle = dot(vPos, -vRotatedWindVector) * fRipple; float fAdjust = TrigApproximate(float4(fWindAngle + fTime * fSpeed, 0.0, 0.0, 0.0)).x; fAdjust = (fAdjust + 1.0) * 0.5; return lerp(fCurrent * fMinScale, fCurrent * fMaxScale, fAdjust); } /////////////////////////////////////////////////////////////////////// // Twitch float Twitch(float3 vPos, float fAmount, float fSharpness, float fTime) { const float c_fTwitchFudge = 0.87; float4 vOscillations = TrigApproximate(float4(fTime + (vPos.x + vPos.z), c_fTwitchFudge * fTime + vPos.y, 0.0, 0.0)); //float fTwitch = sin(fFreq1 * fTime + (vPos.x + vPos.z)) * cos(fFreq2 * fTime + vPos.y); float fTwitch = vOscillations.x * vOscillations.y * vOscillations.y; fTwitch = (fTwitch + 1.0) * 0.5; return fAmount * pow(saturate(fTwitch), fSharpness); } /////////////////////////////////////////////////////////////////////// // Oscillate // // This function computes an oscillation value and whip value if necessary. // Whip and oscillation are combined like this to minimize calls to // TrigApproximate( ) when possible. float Oscillate(float3 vPos, float fTime, float fOffset, float fWeight, float fWhip, bool bWhip, bool bRoll, bool bComplex, float fTwitch, float fTwitchFreqScale, inout float4 vOscillations, float3 vRotatedWindVector) { float fOscillation = 1.0; if (bComplex) { if (bWhip) vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * fTwitchFreqScale + fOffset, fTwitchFreqScale * 0.5 * (fTime + fOffset), fTime + fOffset + (1.0 - fWeight))); else vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * fTwitchFreqScale + fOffset, fTwitchFreqScale * 0.5 * (fTime + fOffset), 0.0)); float fFineDetail = vOscillations.x; float fBroadDetail = vOscillations.y * vOscillations.z; float fTarget = 1.0; float fAmount = fBroadDetail; if (fBroadDetail < 0.0) { fTarget = -fTarget; fAmount = -fAmount; } fBroadDetail = lerp(fBroadDetail, fTarget, fAmount); fBroadDetail = lerp(fBroadDetail, fTarget, fAmount); fOscillation = fBroadDetail * fTwitch * (1.0 - _ST_WindVector.w) + fFineDetail * (1.0 - fTwitch); if (bWhip) fOscillation *= 1.0 + (vOscillations.w * fWhip); } else { if (bWhip) vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.689 + fOffset, 0.0, fTime + fOffset + (1.0 - fWeight))); else vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.689 + fOffset, 0.0, 0.0)); fOscillation = vOscillations.x + vOscillations.y * vOscillations.x; if (bWhip) fOscillation *= 1.0 + (vOscillations.w * fWhip); } //if (bRoll) //{ // fOscillation = Roll(fOscillation, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector); //} return fOscillation; } /////////////////////////////////////////////////////////////////////// // Turbulence float Turbulence(float fTime, float fOffset, float fGlobalTime, float fTurbulence) { const float c_fTurbulenceFactor = 0.1; float4 vOscillations = TrigApproximate(float4(fTime * c_fTurbulenceFactor + fOffset, fGlobalTime * fTurbulence * c_fTurbulenceFactor + fOffset, 0.0, 0.0)); return 1.0 - (vOscillations.x * vOscillations.y * vOscillations.x * vOscillations.y * fTurbulence); } /////////////////////////////////////////////////////////////////////// // GlobalWind // // This function positions any tree geometry based on their untransformed // position and 4 wind floats. float3 GlobalWind(float3 vPos, float3 vInstancePos, bool bPreserveShape, float3 vRotatedWindVector, float time) { // WIND_LOD_GLOBAL may be on, but if the global wind effect (WIND_EFFECT_GLOBAL_ST_Wind) // was disabled for the tree in the Modeler, we should skip it float fLength = 1.0; if (bPreserveShape) fLength = length(vPos.xyz); // compute how much the height contributes #ifdef SPEEDTREE_Z_UP float fAdjust = max(vPos.z - (1.0 / _ST_WindGlobal.z) * 0.25, 0.0) * _ST_WindGlobal.z; #else float fAdjust = max(vPos.y - (1.0 / _ST_WindGlobal.z) * 0.25, 0.0) * _ST_WindGlobal.z; #endif if (fAdjust != 0.0) fAdjust = pow(abs(fAdjust), _ST_WindGlobal.w); // primary oscillation float4 vOscillations = TrigApproximate(float4(vInstancePos.x + time, vInstancePos.y + time * 0.8, 0.0, 0.0)); float fOsc = vOscillations.x + (vOscillations.y * vOscillations.y); float fMoveAmount = _ST_WindGlobal.y * fOsc; // move a minimum amount based on direction adherence fMoveAmount += _ST_WindBranchAdherences.x / _ST_WindGlobal.z; // adjust based on how high up the tree this vertex is fMoveAmount *= fAdjust; // xy component #ifdef SPEEDTREE_Z_UP vPos.xy += vRotatedWindVector.xy * fMoveAmount; #else vPos.xz += vRotatedWindVector.xz * fMoveAmount; #endif if (bPreserveShape) vPos.xyz = normalize(vPos.xyz) * fLength; return vPos; } /////////////////////////////////////////////////////////////////////// // SimpleBranchWind float3 SimpleBranchWind(float3 vPos, float3 vInstancePos, float fWeight, float fOffset, float fTime, float fDistance, float fTwitch, float fTwitchScale, float fWhip, bool bWhip, bool bRoll, bool bComplex, float3 vRotatedWindVector) { // turn the offset back into a nearly normalized vector float3 vWindVector = UnpackNormalFromFloat(fOffset); vWindVector = vWindVector * fWeight; // try to fudge time a bit so that instances aren't in sync fTime += vInstancePos.x + vInstancePos.y; // oscillate float4 vOscillations; float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, bRoll, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector); vPos.xyz += vWindVector * fOsc * fDistance; return vPos; } /////////////////////////////////////////////////////////////////////// // DirectionalBranchWind float3 DirectionalBranchWind(float3 vPos, float3 vInstancePos, float fWeight, float fOffset, float fTime, float fDistance, float fTurbulence, float fAdherence, float fTwitch, float fTwitchScale, float fWhip, bool bWhip, bool bRoll, bool bComplex, bool bTurbulence, float3 vRotatedWindVector) { // turn the offset back into a nearly normalized vector float3 vWindVector = UnpackNormalFromFloat(fOffset); vWindVector = vWindVector * fWeight; // try to fudge time a bit so that instances aren't in sync fTime += vInstancePos.x + vInstancePos.y; // oscillate float4 vOscillations; float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, false, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector); vPos.xyz += vWindVector * fOsc * fDistance; // add in the direction, accounting for turbulence float fAdherenceScale = 1.0; if (bTurbulence) fAdherenceScale = Turbulence(fTime, fOffset, _ST_WindAnimation.x, fTurbulence); if (bWhip) fAdherenceScale += vOscillations.w * _ST_WindVector.w * fWhip; //if (bRoll) // fAdherenceScale = Roll(fAdherenceScale, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector); vPos.xyz += vRotatedWindVector * fAdherence * fAdherenceScale * fWeight; return vPos; } /////////////////////////////////////////////////////////////////////// // DirectionalBranchWindFrondStyle float3 DirectionalBranchWindFrondStyle(float3 vPos, float3 vInstancePos, float fWeight, float fOffset, float fTime, float fDistance, float fTurbulence, float fAdherence, float fTwitch, float fTwitchScale, float fWhip, bool bWhip, bool bRoll, bool bComplex, bool bTurbulence, float3 vRotatedWindVector, float3 vRotatedBranchAnchor) { // turn the offset back into a nearly normalized vector float3 vWindVector = UnpackNormalFromFloat(fOffset); vWindVector = vWindVector * fWeight; // try to fudge time a bit so that instances aren't in sync fTime += vInstancePos.x + vInstancePos.y; // oscillate float4 vOscillations; float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, false, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector); vPos.xyz += vWindVector * fOsc * fDistance; // add in the direction, accounting for turbulence float fAdherenceScale = 1.0; if (bTurbulence) fAdherenceScale = Turbulence(fTime, fOffset, _ST_WindAnimation.x, fTurbulence); //if (bRoll) // fAdherenceScale = Roll(fAdherenceScale, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector); if (bWhip) fAdherenceScale += vOscillations.w * _ST_WindVector.w * fWhip; float3 vWindAdherenceVector = vRotatedBranchAnchor - vPos.xyz; vPos.xyz += vWindAdherenceVector * fAdherence * fAdherenceScale * fWeight; return vPos; } /////////////////////////////////////////////////////////////////////// // BranchWind // Apply only to better, best, palm winds float3 BranchWind(bool isPalmWind, float3 vPos, float3 vInstancePos, float4 vWindData, float3 vRotatedWindVector, float3 vRotatedBranchAnchor) { if (isPalmWind) { vPos = DirectionalBranchWindFrondStyle(vPos, vInstancePos, vWindData.x, vWindData.y, _ST_WindBranch.x, _ST_WindBranch.y, _ST_WindTurbulences.x, _ST_WindBranchAdherences.y, _ST_WindBranchTwitch.x, _ST_WindBranchTwitch.y, _ST_WindBranchWhip.x, true, false, true, true, vRotatedWindVector, vRotatedBranchAnchor); } else { vPos = SimpleBranchWind(vPos, vInstancePos, vWindData.x, vWindData.y, _ST_WindBranch.x, _ST_WindBranch.y, _ST_WindBranchTwitch.x, _ST_WindBranchTwitch.y, _ST_WindBranchWhip.x, false, false, true, vRotatedWindVector); } return vPos; } /////////////////////////////////////////////////////////////////////// // LeafRipple float3 LeafRipple(float3 vPos, inout float3 vDirection, float fScale, float fPackedRippleDir, float fTime, float fAmount, bool bDirectional, float fTrigOffset) { // compute how much to move float4 vInput = float4(fTime + fTrigOffset, 0.0, 0.0, 0.0); float fMoveAmount = fAmount * TrigApproximate(vInput).x; if (bDirectional) { vPos.xyz += vDirection.xyz * fMoveAmount * fScale; } else { float3 vRippleDir = UnpackNormalFromFloat(fPackedRippleDir); vPos.xyz += vRippleDir * fMoveAmount * fScale; } return vPos; } /////////////////////////////////////////////////////////////////////// // LeafTumble float3 LeafTumble(float3 vPos, inout float3 vDirection, float fScale, float3 vAnchor, float3 vGrowthDir, float fTrigOffset, float fTime, float fFlip, float fTwist, float fAdherence, float3 vTwitch, float4 vRoll, bool bTwitch, bool bRoll, float3 vRotatedWindVector) { // compute all oscillations up front float3 vFracs = frac((vAnchor + fTrigOffset) * 30.3); float fOffset = vFracs.x + vFracs.y + vFracs.z; float4 vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.75 - fOffset, fTime * 0.01 + fOffset, fTime * 1.0 + fOffset)); // move to the origin and get the growth direction float3 vOriginPos = vPos.xyz - vAnchor; float fLength = length(vOriginPos); // twist float fOsc = vOscillations.x + vOscillations.y * vOscillations.y; float3x3 matTumble = RotationMatrix(vGrowthDir, fScale * fTwist * fOsc); // with wind float3 vAxis = wind_cross(vGrowthDir.xyz, vRotatedWindVector.xyz); float fDot = clamp(dot(vRotatedWindVector, vGrowthDir), -1.0, 1.0); #ifdef SPEEDTREE_Z_UP vAxis.z += fDot; #else vAxis.y += fDot; #endif vAxis = normalize(vAxis); float fAngle = acos(fDot); float fAdherenceScale = 1.0; //if (bRoll) //{ // fAdherenceScale = Roll(fAdherenceScale, vRoll.x, vRoll.y, vRoll.z, vRoll.w, vAnchor.xyz, fTime, vRotatedWindVector); //} fOsc = vOscillations.y - vOscillations.x * vOscillations.x; float fTwitch = 0.0; if (bTwitch) fTwitch = Twitch(vAnchor.xyz, vTwitch.x, vTwitch.y, vTwitch.z + fOffset); matTumble = mul_float3x3_float3x3(matTumble, RotationMatrix(vAxis, fScale * (fAngle * fAdherence * fAdherenceScale + fOsc * fFlip + fTwitch))); vDirection = mul_float3x3_float3(matTumble, vDirection); vOriginPos = mul_float3x3_float3(matTumble, vOriginPos); vOriginPos = normalize(vOriginPos) * fLength; return (vOriginPos + vAnchor); } /////////////////////////////////////////////////////////////////////// // LeafWind // Optimized (for instruction count) version. Assumes leaf 1 and 2 have the same options float3 LeafWind(bool isBestWind, bool bLeaf2, float3 vPos, inout float3 vDirection, float fScale, float3 vAnchor, float fPackedGrowthDir, float fPackedRippleDir, float fRippleTrigOffset, float3 vRotatedWindVector) { vPos = LeafRipple(vPos, vDirection, fScale, fPackedRippleDir, (bLeaf2 ? _ST_WindLeaf2Ripple.x : _ST_WindLeaf1Ripple.x), (bLeaf2 ? _ST_WindLeaf2Ripple.y : _ST_WindLeaf1Ripple.y), false, fRippleTrigOffset); if (isBestWind) { float3 vGrowthDir = UnpackNormalFromFloat(fPackedGrowthDir); vPos = LeafTumble(vPos, vDirection, fScale, vAnchor, vGrowthDir, fPackedGrowthDir, (bLeaf2 ? _ST_WindLeaf2Tumble.x : _ST_WindLeaf1Tumble.x), (bLeaf2 ? _ST_WindLeaf2Tumble.y : _ST_WindLeaf1Tumble.y), (bLeaf2 ? _ST_WindLeaf2Tumble.z : _ST_WindLeaf1Tumble.z), (bLeaf2 ? _ST_WindLeaf2Tumble.w : _ST_WindLeaf1Tumble.w), (bLeaf2 ? _ST_WindLeaf2Twitch.xyz : _ST_WindLeaf1Twitch.xyz), 0.0f, (bLeaf2 ? true : true), (bLeaf2 ? true : true), vRotatedWindVector); } return vPos; } /////////////////////////////////////////////////////////////////////// // RippleFrondOneSided float3 RippleFrondOneSided(float3 vPos, inout float3 vDirection, float fU, float fV, float fRippleScale #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { float fOffset = 0.0; if (fU < 0.5) fOffset = 0.75; float4 vOscillations = TrigApproximate(float4((_ST_WindFrondRipple.x + fV) * _ST_WindFrondRipple.z + fOffset, 0.0, 0.0, 0.0)); float fAmount = fRippleScale * vOscillations.x * _ST_WindFrondRipple.y; float3 vOffset = fAmount * vDirection; vPos.xyz += vOffset; #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING vTangent.xyz = normalize(vTangent.xyz + vOffset * _ST_WindFrondRipple.w); float3 vNewNormal = normalize(wind_cross(vBinormal.xyz, vTangent.xyz)); if (dot(vNewNormal, vDirection.xyz) < 0.0) vNewNormal = -vNewNormal; vDirection.xyz = vNewNormal; #endif return vPos; } /////////////////////////////////////////////////////////////////////// // RippleFrondTwoSided float3 RippleFrondTwoSided(float3 vPos, inout float3 vDirection, float fU, float fLengthPercent, float fPackedRippleDir, float fRippleScale #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { float4 vOscillations = TrigApproximate(float4(_ST_WindFrondRipple.x * fLengthPercent * _ST_WindFrondRipple.z, 0.0, 0.0, 0.0)); float3 vRippleDir = UnpackNormalFromFloat(fPackedRippleDir); float fAmount = fRippleScale * vOscillations.x * _ST_WindFrondRipple.y; float3 vOffset = fAmount * vRippleDir; vPos.xyz += vOffset; #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING vTangent.xyz = normalize(vTangent.xyz + vOffset * _ST_WindFrondRipple.w); float3 vNewNormal = normalize(wind_cross(vBinormal.xyz, vTangent.xyz)); if (dot(vNewNormal, vDirection.xyz) < 0.0) vNewNormal = -vNewNormal; vDirection.xyz = vNewNormal; #endif return vPos; } /////////////////////////////////////////////////////////////////////// // RippleFrond float3 RippleFrond(float3 vPos, inout float3 vDirection, float fU, float fV, float fPackedRippleDir, float fRippleScale, float fLenghtPercent #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { return RippleFrondOneSided(vPos, vDirection, fU, fV, fRippleScale #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , vBinormal , vTangent #endif ); } /////////////////////////////////////////////////////////////////////// // SpeedTreeWind float3 SpeedTreeWind(float3 vPos, float3 vNormal, float4 vTexcoord0, float4 vTexcoord1, float4 vTexcoord2, float4 vTexcoord3, int iWindQuality, bool bBillboard, bool bCrossfade) { float3 vReturnPos = vPos; // geometry type int geometryType = (int)(vTexcoord3.w + 0.25); bool leafTwo = false; if (geometryType > ST_GEOM_TYPE_FACINGLEAF) { geometryType -= 2; leafTwo = true; } // smooth LOD if (!bCrossfade && !bBillboard) { vReturnPos = lerp(vReturnPos, vTexcoord2.xyz, unity_LODFade.x); } // do leaf facing even when we don't have wind if (geometryType == ST_GEOM_TYPE_FACINGLEAF) { float3 anchor = float3(vTexcoord1.zw, vTexcoord2.w); float3 facingPosition = vReturnPos - anchor; // face camera-facing leaf to camera float offsetLen = length(facingPosition); facingPosition = float3(facingPosition.x, -facingPosition.z, facingPosition.y); float4x4 itmv = transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)); facingPosition = mul(facingPosition.xyz, (float3x3)itmv); facingPosition = normalize(facingPosition) * offsetLen; // make sure the offset vector is still scaled vReturnPos = facingPosition + anchor; } // wind if ((iWindQuality > 0) && (length(_ST_WindVector) > 0)) { float3 rotatedWindVector = TransformWorldToObjectDir(_ST_WindVector.xyz); float windLength = length(rotatedWindVector); if (windLength < 1.0e-5) { // sanity check that wind data is available return vReturnPos; } rotatedWindVector /= windLength; float4x4 matObjectToWorld = GetObjectToWorldMatrix(); float3 treePos = GetAbsolutePositionWS(float3(matObjectToWorld[0].w, matObjectToWorld[1].w, matObjectToWorld[2].w)); if (!bBillboard) { // leaves if (geometryType > ST_GEOM_TYPE_FROND) { // remove anchor position float3 anchor = float3(vTexcoord1.zw, vTexcoord2.w); vReturnPos -= anchor; // leaf wind if ((iWindQuality == ST_WIND_QUALITY_FAST) || (iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST)) { bool bBestWind = (iWindQuality == ST_WIND_QUALITY_BEST); float leafWindTrigOffset = anchor.x + anchor.y; vReturnPos = LeafWind(bBestWind, leafTwo, vReturnPos, vNormal, vTexcoord3.x, float3(0, 0, 0), vTexcoord3.y, vTexcoord3.z, leafWindTrigOffset, rotatedWindVector); } // move back out to anchor vReturnPos += anchor; } // frond wind bool bPalmWind = false; if (iWindQuality == ST_WIND_QUALITY_PALM) { bPalmWind = true; if (geometryType == ST_GEOM_TYPE_FROND) { vReturnPos = RippleFrond(vReturnPos, vNormal, vTexcoord0.x, vTexcoord0.y, vTexcoord3.x, vTexcoord3.y, vTexcoord3.z); } } // branch wind (applies to all 3D geometry) if ((iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST) || (iWindQuality == ST_WIND_QUALITY_PALM)) { float3 rotatedBranchAnchor = TransformWorldToObjectDir(_ST_WindBranchAnchor.xyz) * _ST_WindBranchAnchor.w; vReturnPos = BranchWind(bPalmWind, vReturnPos, treePos, float4(vTexcoord0.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor); } } // global wind float globalWindTime = _ST_WindGlobal.x; //#if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED) // globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime); //#endif vReturnPos = GlobalWind(vReturnPos, treePos, true, rotatedWindVector, globalWindTime); } return vReturnPos; } // This version is used by ShaderGraph void SpeedTreeWind_float(float3 vPos, float3 vNormal, float4 vTexcoord0, float4 vTexcoord1, float4 vTexcoord2, float4 vTexcoord3, int iWindQuality, bool bBillboard, bool bCrossfade, out float3 outPos) { if (iWindQuality != ST_WIND_QUALITY_NONE) { outPos = SpeedTreeWind(vPos, vNormal, vTexcoord0, vTexcoord1, vTexcoord2, vTexcoord3, iWindQuality, bBillboard, bCrossfade); } else outPos = vPos; } #endif // SPEEDTREE_WIND_INCLUDED