123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184 |
- #ifndef UNIVERSAL_SPEEDTREE7_PASSES_INCLUDED
- #define UNIVERSAL_SPEEDTREE7_PASSES_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "SpeedTree7CommonPasses.hlsl"
- void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
- {
- float3 finalPosition = input.vertex.xyz;
- #ifdef ENABLE_WIND
- half windQuality = _WindQuality * _WindEnabled;
- float3 rotatedWindVector, rotatedBranchAnchor;
- if (windQuality <= WIND_QUALITY_NONE)
- {
- rotatedWindVector = float3(0.0f, 0.0f, 0.0f);
- rotatedBranchAnchor = float3(0.0f, 0.0f, 0.0f);
- }
- else
- {
- // compute rotated wind parameters
- rotatedWindVector = normalize(mul(_ST_WindVector.xyz, (float3x3)UNITY_MATRIX_M));
- rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)UNITY_MATRIX_M)) * _ST_WindBranchAnchor.w;
- }
- #endif
- #if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_FROND)
- // smooth LOD
- #ifdef LOD_FADE_PERCENTAGE
- finalPosition = lerp(finalPosition, input.texcoord1.xyz, lodValue);
- #endif
- // frond wind, if needed
- #if defined(ENABLE_WIND) && defined(GEOM_TYPE_FROND)
- if (windQuality == WIND_QUALITY_PALM)
- finalPosition = RippleFrond(finalPosition, input.normal, input.texcoord.x, input.texcoord.y, input.texcoord2.x, input.texcoord2.y, input.texcoord2.z);
- #endif
- #elif defined(GEOM_TYPE_LEAF)
- // remove anchor position
- finalPosition -= input.texcoord1.xyz;
- bool isFacingLeaf = input.color.a == 0;
- if (isFacingLeaf)
- {
- #ifdef LOD_FADE_PERCENTAGE
- finalPosition *= lerp(1.0, input.texcoord1.w, lodValue);
- #endif
- // face camera-facing leaf to camera
- float offsetLen = length(finalPosition);
- finalPosition = mul(finalPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * finalPosition
- finalPosition = normalize(finalPosition) * offsetLen; // make sure the offset vector is still scaled
- }
- else
- {
- #ifdef LOD_FADE_PERCENTAGE
- float3 lodPosition = float3(input.texcoord1.w, input.texcoord3.x, input.texcoord3.y);
- finalPosition = lerp(finalPosition, lodPosition, lodValue);
- #endif
- }
- #ifdef ENABLE_WIND
- // leaf wind
- if (windQuality > WIND_QUALITY_FASTEST && windQuality < WIND_QUALITY_PALM)
- {
- float leafWindTrigOffset = input.texcoord1.x + input.texcoord1.y;
- finalPosition = LeafWind(windQuality == WIND_QUALITY_BEST, input.texcoord2.w > 0.0, finalPosition, input.normal, input.texcoord2.x, float3(0,0,0), input.texcoord2.y, input.texcoord2.z, leafWindTrigOffset, rotatedWindVector);
- }
- #endif
- // move back out to anchor
- finalPosition += input.texcoord1.xyz;
- #endif
- #ifdef ENABLE_WIND
- float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
- #ifndef GEOM_TYPE_MESH
- if (windQuality >= WIND_QUALITY_BETTER)
- {
- // branch wind (applies to all 3D geometry)
- finalPosition = BranchWind(windQuality == WIND_QUALITY_PALM, finalPosition, treePos, float4(input.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
- }
- #endif
- if (windQuality > WIND_QUALITY_NONE)
- {
- // global wind
- finalPosition = GlobalWind(finalPosition, treePos, true, rotatedWindVector, _ST_WindGlobal.x);
- }
- #endif
- input.vertex.xyz = finalPosition;
- }
- SpeedTreeVertexOutput SpeedTree7Vert(SpeedTreeVertexInput input)
- {
- SpeedTreeVertexOutput output = (SpeedTreeVertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- // handle speedtree wind and lod
- InitializeData(input, unity_LODFade.x);
- #ifdef VERTEX_COLOR
- output.color = _Color;
- output.color.rgb *= input.color.r; // ambient occlusion factor
- #endif
- output.uvHueVariation.xy = input.texcoord.xy;
- #ifdef EFFECT_HUE_VARIATION
- half hueVariationAmount = frac(UNITY_MATRIX_M[0].w + UNITY_MATRIX_M[1].w + UNITY_MATRIX_M[2].w);
- hueVariationAmount += frac(input.vertex.x + input.normal.y + input.normal.x) * 0.5 - 0.3;
- output.uvHueVariation.z = saturate(hueVariationAmount * _HueVariation.a);
- #endif
- #ifdef GEOM_TYPE_BRANCH_DETAIL
- // The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem.
- output.detail.xy = input.texcoord2.xy;
- output.detail.z = input.color.a == 0 ? input.texcoord2.z : 2.5; // stay out of Blend's .z range
- #endif
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- half3 normalWS = TransformObjectToWorldNormal(input.normal);
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS);
- half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
- half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
- #ifdef EFFECT_BUMP
- real sign = input.tangent.w * GetOddNegativeScale();
- output.normalWS.xyz = normalWS;
- output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz);
- output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign;
- // View dir packed in w.
- output.normalWS.w = viewDirWS.x;
- output.tangentWS.w = viewDirWS.y;
- output.bitangentWS.w = viewDirWS.z;
- #else
- output.normalWS = normalWS;
- output.viewDirWS = viewDirWS;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
- output.positionWS = vertexInput.positionWS;
- output.clipPos = vertexInput.positionCS;
- return output;
- }
- SpeedTreeVertexDepthOutput SpeedTree7VertDepth(SpeedTreeVertexInput input)
- {
- SpeedTreeVertexDepthOutput output = (SpeedTreeVertexDepthOutput)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- // handle speedtree wind and lod
- InitializeData(input, unity_LODFade.x);
- output.uvHueVariation.xy = input.texcoord.xy;
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- #ifdef SHADOW_CASTER
- half3 normalWS = TransformObjectToWorldNormal(input.normal);
- output.clipPos = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, _LightDirection));
- #else
- output.clipPos = vertexInput.positionCS;
- #endif
- return output;
- }
- #endif
|