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