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101 行
3.8 KiB
101 行
3.8 KiB
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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//#define UNITY_USE_SHCOEFFS_ARRAYS 1
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struct VegetationVertexInput
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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half4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VegetationVertexOutput
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{
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float3 uv : TEXCOORD0;//z holds vert AO
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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float3 posWS : TEXCOORD2;
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#ifdef _NORMALMAP
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half4 normal : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangent : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangent : TEXCOORD5; // xyz: binormal, w: viewDir.z
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#else
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
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#ifdef _MAIN_LIGHT_SHADOWS
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float4 shadowCoord : TEXCOORD7;
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#endif
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float4 clipPos : SV_POSITION;
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half occlusion : TEXCOORD8;
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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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UNITY_INSTANCING_BUFFER_START(Props)
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UNITY_DEFINE_INSTANCED_PROP(half4, _Position)
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UNITY_INSTANCING_BUFFER_END(Props)
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/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
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half4 SmoothCurve( half4 x ) {
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return x * x * ( 3.0 - 2.0 * x );
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}
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half4 TriangleWave( half4 x ) {
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return abs( frac( x + 0.5) * 2.0 - 1.0 );
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}
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half4 SmoothTriangleWave( half4 x ) {
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return SmoothCurve( TriangleWave( x ) );
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}
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float3 VegetationDeformation(float3 position, float3 origin, float3 normal, half leafStiffness, half branchStiffness, half phaseOffset, float bendStrength)
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{
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///////Main Bending
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float fBendScale = bendStrength;//main bend opacity
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float fLength = length(position);//distance to origin
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float2 vWind = float2(sin(_Time.y + origin.x + origin.y) * 0.1, sin(_Time.y + origin.z) * 0.1);//wind direction
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// Bend factor - Wind variation is done on the CPU.
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float fBF = position.y * fBendScale;
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// Smooth bending factor and increase its nearby height limit.
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fBF += 1.0;
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fBF *= fBF;
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fBF = fBF * fBF - fBF;
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// Displace position
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float3 vNewPos = position;
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vNewPos.xz += vWind.xy * fBF;
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// Rescale
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position = normalize(vNewPos.xyz) * fLength;
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////////Detail blending
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float fSpeed = 0.5;//leaf occil
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float fDetailFreq = 0.5;//detail leaf occil
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float fEdgeAtten = leafStiffness;//leaf stiffness(red)
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float fDetailAmp = 0.05;//leaf edge amplitude of movement
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float fDetailPhase = phaseOffset * 1.2;// detail phase(red)
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float fBranchAtten = 1 - branchStiffness;//branch stiffness(blue)
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float fBranchAmp = 0.35;//branch amplitude of movement
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float fBranchPhase = phaseOffset * 3.3;// leaf phase(green)
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// Phases (object, vertex, branch)
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float fObjPhase = dot(origin, 1);
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fBranchPhase += fObjPhase;
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float fVtxPhase = dot(position, fDetailPhase + fBranchPhase);
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// x is used for edges; y is used for branches
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float2 vWavesIn = _Time.y + float2(fVtxPhase, fBranchPhase );
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// 1.975, 0.793, 0.375, 0.193 are good frequencies
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float4 vWaves = (( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0 ) * fSpeed * fDetailFreq;
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vWaves = SmoothTriangleWave( vWaves );
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float2 vWavesSum = vWaves.xz + vWaves.yw;
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// Edge (xz) and branch bending (y)
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return position + vWavesSum.xyx * float3(fEdgeAtten * fDetailAmp * normal.x, fBranchAtten * fBranchAmp, fEdgeAtten * fDetailAmp * normal.z);
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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