#ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED #define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.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 #ifdef _MAIN_LIGHT_SHADOWS 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.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; #ifdef _MAIN_LIGHT_SHADOWS inputData.shadowCoord = input.shadowCoord; #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); } 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); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #ifdef _MAIN_LIGHT_SHADOWS 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; } // Used for StandardSimpleLighting shader half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.uv; half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)); half3 diffuse = diffuseAlpha.rgb * input.color.rgb; half alpha = diffuseAlpha.a; AlphaDiscard(alpha, _Cutoff); alpha *= input.color.a; half3 emission = 0; half4 specularGloss = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)); half shininess = input.posWSShininess.w; InputData inputData; InitializeInputData(input, inputData); half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha); color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; }; struct VertexInput { float4 position : POSITION; half4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float2 uv : TEXCOORD0; half4 color : TEXCOORD1; float4 clipPos : SV_POSITION; }; VertexOutput DepthOnlyVertex(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); // 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.position, waveAmount, v.color); o.clipPos = TransformObjectToHClip(v.position.xyz); return o; } half4 DepthOnlyFragment(VertexOutput IN) : SV_TARGET { Alpha(SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, IN.color, _Cutoff); return 0; } #endif