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Added a directionality parameter to the wind vertex animation.

/Branch_Batching2
Julien Ignace 7 年前
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83a7b5d3
共有 8 个文件被更改,包括 27 次插入4 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  4. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
  6. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  7. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl
  8. 19
      Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


public static GUIContent windStiffnessText = new GUIContent("Stiffness");
public static GUIContent windDragText = new GUIContent("Drag");
public static GUIContent windShiverDragText = new GUIContent("Shiver Drag");
public static GUIContent windShiverDirectionalityText = new GUIContent("Shiver Directionality");
public static string vertexAnimation = "Vertex Animation";
}

protected const string kWindDrag = "_Drag";
protected MaterialProperty windShiverDrag = null;
protected const string kWindShiverDrag = "_ShiverDrag";
protected MaterialProperty windShiverDirectionality = null;
protected const string kWindShiverDirectionality = "_ShiverDirectionality";
// Per pixel displacement params
protected MaterialProperty enablePerPixelDisplacement = null;

windStiffness = FindProperty(kWindStiffness, props);
windDrag = FindProperty(kWindDrag, props);
windShiverDrag = FindProperty(kWindShiverDrag, props);
windShiverDirectionality = FindProperty(kWindShiverDirectionality, props);
}
void TessellationModePopup()

m_MaterialEditor.ShaderProperty(windStiffness, StylesBaseLit.windStiffnessText);
m_MaterialEditor.ShaderProperty(windDrag, StylesBaseLit.windDragText);
m_MaterialEditor.ShaderProperty(windShiverDrag, StylesBaseLit.windShiverDragText);
m_MaterialEditor.ShaderProperty(windShiverDirectionality, StylesBaseLit.windShiverDirectionalityText);
EditorGUI.indentLevel--;
}

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


float _Stiffness;
float _Drag;
float _ShiverDrag;
float _ShiverDirectionality;
#ifndef LAYERED_LIT_SHADER

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
_ShiverDrag("Shiver Drag", float) = 0.2
_ShiverDirectionality("Shiver Directionality", Range(0.0, 1.0)) = 0.5
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl


#if _VERTEX_WIND
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _InitialBend, vertexColor.a, _Time);
ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, vertexColor.a, _Time);
#endif
#ifdef TESSELLATION_ON

19
Assets/ScriptableRenderPipeline/ShaderLibrary/Wind.hlsl


float3 Direction;
float Strength;
float3 ShiverStrength;
float3 ShiverDirection;
};

float shiver = length(shiverNoise);
result.Direction = dir;
result.ShiverDirection = shiverNoise;
result.ShiverStrength = shiver;
result.ShiverStrength = shiver + shiver * gust;
return result;
}

void ApplyWind(inout float3 worldPos, inout float3 worldNormal, float3 rootWP, float stiffness, float drag, float shiverDrag, float initialBend, float shiverMask, float4 time)
void ApplyWind( inout float3 worldPos,
inout float3 worldNormal,
float3 rootWP,
float stiffness,
float drag,
float shiverDrag,
float shiverDirectionality,
float initialBend,
float shiverMask,
float4 time)
{
WindData wind = GetAnalyticalWind(worldPos, rootWP, drag, shiverDrag, initialBend, time);

float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
worldPos = Rotate(rootWP, worldPos, rotAxis, (wind.Strength) * 0.001 * att);
worldPos += wind.ShiverStrength * worldNormal * shiverMask;
float3 shiverDirection = normalize(lerp(worldNormal, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
worldPos += wind.ShiverStrength * shiverDirection * shiverMask;
}
}
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