#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl" //#define UNITY_USE_SHCOEFFS_ARRAYS 1 float _GlobalTime; // global scene time struct VegetationVertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; half4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VegetationVertexOutput { float3 uv : TEXCOORD0;//z holds vert AO DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); float3 posWS : TEXCOORD2; #ifdef _NORMALMAP half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y half4 bitangent : TEXCOORD5; // xyz: binormal, w: viewDir.z #else half3 normal : TEXCOORD3; half3 viewDir : TEXCOORD4; #endif half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light #ifdef _MAIN_LIGHT_SHADOWS float4 shadowCoord : TEXCOORD7; #endif float4 clipPos : SV_POSITION; half occlusion : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; UNITY_INSTANCING_BUFFER_START(Props) UNITY_DEFINE_INSTANCED_PROP(half4, _Position) UNITY_INSTANCING_BUFFER_END(Props) /////////////////////////////////////vegetation stuff////////////////////////////////////////////////// half4 SmoothCurve( half4 x ) { return x * x * ( 3.0 - 2.0 * x ); } half4 TriangleWave( half4 x ) { return abs( frac( x + 0.5) * 2.0 - 1.0 ); } half4 SmoothTriangleWave( half4 x ) { return SmoothCurve( TriangleWave( x ) ); } float3 VegetationDeformation(float3 position, float3 origin, float3 normal, half leafStiffness, half branchStiffness, half phaseOffset) { ///////Main Bending float fBendScale = 0.05;//main bend opacity float fLength = length(position);//distance to origin float2 vWind = float2(sin(_GlobalTime + origin.x) * 0.1, sin(_GlobalTime + origin.z) * 0.1);//wind direction // Bend factor - Wind variation is done on the CPU. float fBF = position.y * fBendScale; // Smooth bending factor and increase its nearby height limit. fBF += 1.0; fBF *= fBF; fBF = fBF * fBF - fBF; // Displace position float3 vNewPos = position; vNewPos.xz += vWind.xy * fBF; // Rescale position = normalize(vNewPos.xyz) * fLength; ////////Detail blending float fSpeed = 0.5;//leaf occil float fDetailFreq = 0.5;//detail leaf occil float fEdgeAtten = leafStiffness;//leaf stiffness(red) float fDetailAmp = 0.05;//leaf edge amplitude of movement float fDetailPhase = phaseOffset * 1.2;// detail phase(red) float fBranchAtten = 1 - branchStiffness;//branch stiffness(blue) float fBranchAmp = 0.25;//branch amplitude of movement float fBranchPhase = phaseOffset * 3.3;// leaf phase(green) // Phases (object, vertex, branch) float fObjPhase = dot(origin, 1); fBranchPhase += fObjPhase; float fVtxPhase = dot(position, fDetailPhase + fBranchPhase); // x is used for edges; y is used for branches float2 vWavesIn = _GlobalTime + float2(fVtxPhase, fBranchPhase ); // 1.975, 0.793, 0.375, 0.193 are good frequencies float4 vWaves = (( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq; vWaves = SmoothTriangleWave( vWaves ); float2 vWavesSum = vWaves.xz + vWaves.yw; // Edge (xz) and branch bending (y) return position + vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * normal.z); } //////////////////////////////////////////////////////////////////////////////////////////////////////