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// Globals
TEXTURE2D(WIND_SETTINGS_TexNoise);
SAMPLER(sampler_WIND_SETTINGS_TexNoise);
TEXTURE2D(WIND_SETTINGS_TexGust);
SAMPLER(sampler_WIND_SETTINGS_TexGust);
real4 WIND_SETTINGS_WorldDirectionAndSpeed;
real WIND_SETTINGS_FlexNoiseScale;
real WIND_SETTINGS_ShiverNoiseScale;
real WIND_SETTINGS_Turbulence;
real WIND_SETTINGS_GustSpeed;
real WIND_SETTINGS_GustScale;
real WIND_SETTINGS_GustWorldScale;
real AttenuateTrunk(real x, real s)
{
real r = (x / s);
return PositivePow(r,1/s);
}
real3 Rotate(real3 pivot, real3 position, real3 rotationAxis, real angle)
{
rotationAxis = normalize(rotationAxis);
real3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
}
struct WindData
{
real3 Direction;
real Strength;
real3 ShiverStrength;
real3 ShiverDirection;
};
real3 texNoise(real3 worldPos, real LOD)
{
return SAMPLE_TEXTURE2D_LOD(WIND_SETTINGS_TexNoise, sampler_WIND_SETTINGS_TexNoise, worldPos.xz, LOD).xyz -0.5;
}
real texGust(real3 worldPos, real LOD)
{
return SAMPLE_TEXTURE2D_LOD(WIND_SETTINGS_TexGust, sampler_WIND_SETTINGS_TexGust, worldPos.xz, LOD).x;
}
WindData GetAnalyticalWind(real3 WorldPosition, real3 PivotPosition, real drag, real shiverDrag, real initialBend, real4 time)
{
WindData result;
real3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeed.xyz);
real3 worldOffset = normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w * time.y;
real3 gustWorldOffset = normalizedDir * WIND_SETTINGS_GustSpeed * time.y;
// Trunk noise is base wind + gusts + noise
real3 trunk = real3(0,0,0);
if(WIND_SETTINGS_WorldDirectionAndSpeed.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
{
trunk = texNoise((PivotPosition - worldOffset)*WIND_SETTINGS_FlexNoiseScale,3);
}
real gust = 0.0;
if(WIND_SETTINGS_GustSpeed > 0.0)
{
gust = texGust((PivotPosition - gustWorldOffset)*WIND_SETTINGS_GustWorldScale,3);
gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
}
real3 trunkNoise =
(
(normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w)
+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
+ (trunk * WIND_SETTINGS_Turbulence)
) * drag;
// Shiver Noise
real3 shiverNoise = texNoise((WorldPosition - worldOffset)*WIND_SETTINGS_ShiverNoiseScale,0) * shiverDrag * WIND_SETTINGS_Turbulence;
real3 dir = trunkNoise;
real flex = length(trunkNoise) + initialBend;
real shiver = length(shiverNoise);
result.Direction = dir;
result.ShiverDirection = shiverNoise;
result.Strength = flex;
result.ShiverStrength = shiver + shiver * gust;
return result;
}
void ApplyWindDisplacement( inout real3 positionWS,
real3 normalWS,
real3 rootWP,
real stiffness,
real drag,
real shiverDrag,
real shiverDirectionality,
real initialBend,
real shiverMask,
real4 time)
{
WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, initialBend, time);
if (wind.Strength > 0.0)
{
real att = AttenuateTrunk(distance(positionWS, rootWP), stiffness);
real3 rotAxis = cross(real3(0, 1, 0), wind.Direction);
positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
real3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
positionWS += wind.ShiverStrength * shiverDirection * shiverMask;
}
}