// TODO: no global variable or resource declarations in the Shader Library. Functions and macros only! TEXTURE2D(_WIND_SETTINGS_TexNoise); SAMPLER(sampler_WIND_SETTINGS_TexNoise); TEXTURE2D(_WIND_SETTINGS_TexGust); SAMPLER(sampler_WIND_SETTINGS_TexGust); float4 WIND_SETTINGS_WorldDirectionAndSpeed; float WIND_SETTINGS_FlexNoiseScale; float WIND_SETTINGS_ShiverNoiseScale; float WIND_SETTINGS_Turbulence; float WIND_SETTINGS_GustSpeed; float WIND_SETTINGS_GustScale; float WIND_SETTINGS_GustWorldScale; float AttenuateTrunk(float x, float s) { float r = (x / s); return PositivePow(r,1/s); } float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle) { rotationAxis = normalize(rotationAxis); float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot); return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle)); } struct WindData { float3 Direction; float Strength; float3 ShiverStrength; float3 ShiverDirection; }; float3 texNoise(float3 worldPos, float LOD) { return SAMPLE_TEXTURE2D_LOD(_WIND_SETTINGS_TexNoise, sampler_WIND_SETTINGS_TexNoise, worldPos.xz, LOD).xyz -0.5; } float texGust(float3 worldPos, float LOD) { return SAMPLE_TEXTURE2D_LOD(_WIND_SETTINGS_TexGust, sampler_WIND_SETTINGS_TexGust, worldPos.xz, LOD).x; } WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time) { WindData result; float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeed.xyz); float3 worldOffset = normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w * time.y; float3 gustWorldOffset = normalizedDir * WIND_SETTINGS_GustSpeed * time.y; // Trunk noise is base wind + gusts + noise float3 trunk = float3(0,0,0); if(WIND_SETTINGS_WorldDirectionAndSpeed.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0) { trunk = texNoise((PivotPosition - worldOffset)*WIND_SETTINGS_FlexNoiseScale,3); } float gust = 0.0; if(WIND_SETTINGS_GustSpeed > 0.0) { gust = texGust((PivotPosition - gustWorldOffset)*WIND_SETTINGS_GustWorldScale,3); gust = pow(gust, 2) * WIND_SETTINGS_GustScale; } float3 trunkNoise = ( (normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w) + (gust * normalizedDir * WIND_SETTINGS_GustSpeed) + (trunk * WIND_SETTINGS_Turbulence) ) * drag; // Shiver Noise float3 shiverNoise = texNoise((WorldPosition - worldOffset)*WIND_SETTINGS_ShiverNoiseScale,0) * shiverDrag * WIND_SETTINGS_Turbulence; float3 dir = trunkNoise; float flex = length(trunkNoise) + initialBend; float shiver = length(shiverNoise); result.Direction = dir; result.ShiverDirection = shiverNoise; result.Strength = flex; result.ShiverStrength = shiver + shiver * gust; return result; } void ApplyWindDisplacement( inout float3 positionWS, float3 normalWS, float3 rootWP, float stiffness, float drag, float shiverDrag, float shiverDirectionality, float initialBend, float shiverMask, float4 time) { WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, initialBend, time); if (wind.Strength > 0.0) { float att = AttenuateTrunk(distance(positionWS, rootWP), stiffness); float3 rotAxis = cross(float3(0, 1, 0), wind.Direction); positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att); float3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality)); positionWS += wind.ShiverStrength * shiverDirection * shiverMask; } }