123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202 |
- #ifndef UNIVERSAL_SPEEDTREE7BILLBOARD_PASSES_INCLUDED
- #define UNIVERSAL_SPEEDTREE7BILLBOARD_PASSES_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "SpeedTree7CommonPasses.hlsl"
-
- void InitializeData(inout SpeedTreeVertexInput input, out half2 outUV, out half outHueVariation)
- {
- // assume no scaling & rotation
- float3 worldPos = input.vertex.xyz + float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
-
- #ifdef BILLBOARD_FACE_CAMERA_POS
- float3 eyeVec = normalize(unity_BillboardCameraPosition - worldPos);
- float3 billboardTangent = normalize(float3(-eyeVec.z, 0, eyeVec.x)); // cross(eyeVec, {0,1,0})
- float3 billboardNormal = float3(billboardTangent.z, 0, -billboardTangent.x); // cross({0,1,0},billboardTangent)
- float angle = atan2(billboardNormal.z, billboardNormal.x); // signed angle between billboardNormal to {0,0,1}
- angle += angle < 0 ? 2 * SPEEDTREE_PI : 0;
- #else
- float3 billboardTangent = unity_BillboardTangent;
- float3 billboardNormal = unity_BillboardNormal;
- float angle = unity_BillboardCameraXZAngle;
- #endif
-
- float widthScale = input.texcoord1.x;
- float heightScale = input.texcoord1.y;
- float rotation = input.texcoord1.z;
-
- float2 percent = input.texcoord.xy;
- float3 billboardPos = (percent.x - 0.5f) * unity_BillboardSize.x * widthScale * billboardTangent;
- billboardPos.y += (percent.y * unity_BillboardSize.y + unity_BillboardSize.z) * heightScale;
-
- #ifdef ENABLE_WIND
- if (_WindQuality * _WindEnabled > 0)
- {
- billboardPos = GlobalWind(billboardPos, worldPos, true, _ST_WindVector.xyz, input.texcoord1.w);
- }
- #endif
-
- input.vertex.xyz += billboardPos;
- input.vertex.w = 1.0f;
- input.normal = billboardNormal.xyz;
- input.tangent = float4(billboardTangent.xyz, -1);
-
- float slices = unity_BillboardInfo.x;
- float invDelta = unity_BillboardInfo.y;
- angle += rotation;
-
- float imageIndex = fmod(floor(angle * invDelta + 0.5f), slices);
- float4 imageTexCoords = unity_BillboardImageTexCoords[imageIndex];
- if (imageTexCoords.w < 0)
- {
- outUV = imageTexCoords.xy - imageTexCoords.zw * percent.yx;
- }
- else
- {
- outUV = imageTexCoords.xy + imageTexCoords.zw * percent;
- }
-
- #ifdef EFFECT_HUE_VARIATION
- float hueVariationAmount = frac(worldPos.x + worldPos.y + worldPos.z);
- outHueVariation = saturate(hueVariationAmount * _HueVariation.a);
- #else
- outHueVariation = 0;
- #endif
- }
-
- 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, output.uvHueVariation.xy, output.uvHueVariation.z);
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
- half3 normalWS = input.normal; // Already calculated in world space. Can probably get rid of the world space transform in GetVertexPositionInputs too.
-
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS);
- half fogFactor = 0.0;
- #if !defined(_FOG_FRAGMENT)
- fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
-
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
- #ifdef EFFECT_BUMP
- real sign = input.tangent.w * GetOddNegativeScale();
- output.normalWS.xyz = TransformObjectToWorldNormal(input.normal);
- 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.xyz = TransformObjectToWorldNormal(input.normal);
- output.viewDirWS = viewDirWS;
- #endif
-
- output.positionWS = vertexInput.positionWS;
-
- output.clipPos = vertexInput.positionCS;
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- 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, output.uvHueVariation.xy, output.uvHueVariation.z);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
-
- #ifdef SHADOW_CASTER
- half3 normalWS = TransformObjectToWorldNormal(input.normal);
-
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - vertexInput.positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
-
- output.clipPos = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, lightDirectionWS));
- #else
- output.clipPos = vertexInput.positionCS;
- #endif
- return output;
- }
-
- SpeedTreeVertexDepthNormalOutput SpeedTree7VertDepthNormalBillboard(SpeedTreeVertexInput input)
- {
- SpeedTreeVertexDepthNormalOutput output = (SpeedTreeVertexDepthNormalOutput)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, output.uvHueVariation.xy, output.uvHueVariation.z);
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
-
- half3 normalWS = TransformObjectToWorldNormal(input.normal);
- half3 viewDirWS = GetWorldSpaceNormalizeViewDir(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
-
- output.clipPos = vertexInput.positionCS;
- return output;
- }
-
- half4 SpeedTree7FragDepthNormalBillboard(SpeedTreeVertexDepthNormalOutput input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- half2 uv = input.uvHueVariation.xy;
- half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
- diffuse.a *= _Color.a;
-
- #ifdef SPEEDTREE_ALPHATEST
- AlphaDiscard(diffuse.a, _Cutoff);
- #endif
-
- #ifdef LOD_FADE_CROSSFADE
- LODFadeCrossFade(input.clipPos);
- #endif
-
- #if defined(EFFECT_BUMP)
- half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
- half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)).xyz;
- #else
- half3 normalWS = input.normalWS.xyz;
- #endif
-
- return half4(NormalizeNormalPerPixel(normalWS), 0.0);
- }
-
-
- #endif
|