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200 行
6.3 KiB
200 行
6.3 KiB
#ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
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#define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct GrassVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GrassVertexOutput
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{
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float2 uv : TEXCOORD0;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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#ifdef _MAIN_LIGHT_SHADOWS
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float4 shadowCoord : TEXCOORD6;
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#endif
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half4 color : TEXCOORD7;
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(GrassVertexOutput input, out InputData inputData)
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{
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inputData.positionWS = input.posWSShininess.xyz;
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half3 viewDirWS = input.viewDir;
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#if SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(input.normal);
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inputData.viewDirectionWS = viewDirWS;
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#ifdef _MAIN_LIGHT_SHADOWS
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inputData.shadowCoord = input.shadowCoord;
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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}
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void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData)
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{
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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vertData.uv = input.texcoord;
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vertData.posWSShininess.xyz = vertexInput.positionWS;
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vertData.posWSShininess.w = 32;
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vertData.clipPos = vertexInput.positionCS;
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vertData.viewDir = GetCameraPositionWS() - vertexInput.positionWS;
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#if !SHADER_QUALITY_NICE_HINT
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vertData.viewDir = SafeNormalize(vertData.viewDir);
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#endif
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vertData.normal = TransformObjectToWorldNormal(input.normal);
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// We either sample GI from lightmap or SH.
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
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// see DECLARE_LIGHTMAP_OR_SH macro.
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// The following funcions initialize the correct variable with correct data
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, vertData.lightmapUV);
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OUTPUT_SH(vertData.normal, vertData.vertexSH);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, vertData.normal.xyz);
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#ifdef _MAIN_LIGHT_SHADOWS
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vertData.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Grass: appdata_full usage
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// color - .xyz = color, .w = wave scale
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// normal - normal
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// tangent.xy - billboard extrusion
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// texcoord - UV coords
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// texcoord1 - 2nd UV coords
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GrassVertexOutput WavingGrassVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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float waveAmount = v.color.a * _WaveAndDistance.z;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainBillboardGrass (v.vertex, v.tangent.xy);
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// wave amount defined by the grass height
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float waveAmount = v.tangent.y;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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// Used for StandardSimpleLighting shader
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half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.uv;
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half4 diffuseAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
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half3 diffuse = diffuseAlpha.rgb * input.color.rgb;
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half alpha = diffuseAlpha.a;
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AlphaDiscard(alpha, _Cutoff);
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alpha *= input.color.a;
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half3 emission = 0;
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half4 specularGloss = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
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half shininess = input.posWSShininess.w;
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InputData inputData;
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InitializeInputData(input, inputData);
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half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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return color;
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};
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struct VertexInput
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{
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float4 position : POSITION;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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float4 clipPos : SV_POSITION;
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};
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VertexOutput DepthOnlyVertex(VertexInput v)
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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float waveAmount = v.color.a * _WaveAndDistance.z;
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o.color = TerrainWaveGrass(v.position, waveAmount, v.color);
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o.clipPos = TransformObjectToHClip(v.position.xyz);
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return o;
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}
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half4 DepthOnlyFragment(VertexOutput IN) : SV_TARGET
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{
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Alpha(SampleAlbedoAlpha(IN.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, IN.color, _Cutoff);
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return 0;
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}
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#endif
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