您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
124 行
3.8 KiB
124 行
3.8 KiB
// Globals
|
|
TEXTURE2D(WIND_SETTINGS_TexNoise);
|
|
SAMPLER2D(sampler_WIND_SETTINGS_TexNoise);
|
|
TEXTURE2D(WIND_SETTINGS_TexGust);
|
|
SAMPLER2D(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 > 0.0f || WIND_SETTINGS_Turbulence > 0.0f)
|
|
{
|
|
trunk = texNoise((PivotPosition - worldOffset)*WIND_SETTINGS_FlexNoiseScale,3);
|
|
}
|
|
|
|
float gust = 0.0f;
|
|
|
|
if(WIND_SETTINGS_GustSpeed > 0.0f)
|
|
{
|
|
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 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);
|
|
|
|
if(wind.Strength > 0.0f)
|
|
{
|
|
float att = AttenuateTrunk(distance(worldPos, rootWP), stiffness);
|
|
float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
|
|
|
|
worldPos = Rotate(rootWP, worldPos, rotAxis, (wind.Strength) * 0.001 * att);
|
|
|
|
float3 shiverDirection = normalize(lerp(worldNormal, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
|
|
worldPos += wind.ShiverStrength * shiverDirection * shiverMask;
|
|
}
|
|
|
|
}
|
|
|
|
|