292 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			9.4 KiB
		
	
	
	
		
			HLSL
		
	
	
	
// Curved World <http://u3d.as/1W8h>
 | 
						|
// Copyright (c) Amazing Assets <https://amazingassets.world>
 | 
						|
 
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////////////////////////////
 | 
						|
//  SpeedTree8Common.cginc
 | 
						|
 | 
						|
#ifndef SPEEDTREE8_COMMON_INCLUDED
 | 
						|
#define SPEEDTREE8_COMMON_INCLUDED
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "UnityPBSLighting.cginc"
 | 
						|
#include "SpeedTreeShaderLibrary.cginc"
 | 
						|
 | 
						|
#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
 | 
						|
    #define SPEEDTREE_Y_UP
 | 
						|
    #include "SpeedTreeWind.cginc"
 | 
						|
    UNITY_INSTANCING_BUFFER_START(STWind)
 | 
						|
        UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime)
 | 
						|
    UNITY_INSTANCING_BUFFER_END(STWind)
 | 
						|
#endif
 | 
						|
 | 
						|
struct Input
 | 
						|
{
 | 
						|
    half2   uv_MainTex  : TEXCOORD0;
 | 
						|
    fixed4  color       : COLOR;
 | 
						|
 | 
						|
    #ifdef EFFECT_BACKSIDE_NORMALS
 | 
						|
        fixed   facing      : VFACE;
 | 
						|
    #endif
 | 
						|
};
 | 
						|
 | 
						|
sampler2D _MainTex;
 | 
						|
fixed4 _Color;
 | 
						|
int _TwoSided;
 | 
						|
 | 
						|
#ifdef EFFECT_BUMP
 | 
						|
    sampler2D _BumpMap;
 | 
						|
#endif
 | 
						|
 | 
						|
#ifdef EFFECT_EXTRA_TEX
 | 
						|
    sampler2D _ExtraTex;
 | 
						|
#else
 | 
						|
    half _Glossiness;
 | 
						|
    half _Metallic;
 | 
						|
#endif
 | 
						|
 | 
						|
#ifdef EFFECT_HUE_VARIATION
 | 
						|
    half4 _HueVariationColor;
 | 
						|
#endif
 | 
						|
 | 
						|
#ifdef EFFECT_BILLBOARD
 | 
						|
    half _BillboardShadowFade;
 | 
						|
#endif
 | 
						|
 | 
						|
#ifdef EFFECT_SUBSURFACE
 | 
						|
    sampler2D _SubsurfaceTex;
 | 
						|
    fixed4 _SubsurfaceColor;
 | 
						|
    half _SubsurfaceIndirect;
 | 
						|
#endif
 | 
						|
 | 
						|
#define GEOM_TYPE_BRANCH 0
 | 
						|
#define GEOM_TYPE_FROND 1
 | 
						|
#define GEOM_TYPE_LEAF 2
 | 
						|
#define GEOM_TYPE_FACINGLEAF 3
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////////////////////////////
 | 
						|
//  OffsetSpeedTreeVertex
 | 
						|
 | 
						|
void OffsetSpeedTreeVertex(inout appdata_full data, float lodValue)
 | 
						|
{
 | 
						|
    // smooth LOD
 | 
						|
    #if defined(LOD_FADE_PERCENTAGE) && !defined(EFFECT_BILLBOARD)
 | 
						|
        data.vertex.xyz = lerp(data.vertex.xyz, data.texcoord2.xyz, lodValue);
 | 
						|
    #endif
 | 
						|
 | 
						|
    // determine vertex geom type
 | 
						|
                float geometryType = (int)(data.texcoord3.w + 0.25);
 | 
						|
                bool leafTwo = false;
 | 
						|
                if (geometryType > GEOM_TYPE_FACINGLEAF)
 | 
						|
                {
 | 
						|
                    geometryType -= 2;
 | 
						|
                    leafTwo = true;
 | 
						|
                }
 | 
						|
 | 
						|
    // camera facing leaves
 | 
						|
    #if !defined(EFFECT_BILLBOARD)
 | 
						|
    if (geometryType == GEOM_TYPE_FACINGLEAF)
 | 
						|
                {
 | 
						|
                    float3 anchor = float3(data.texcoord1.zw, data.texcoord2.w);
 | 
						|
        data.vertex.xyz = DoLeafFacing(data.vertex.xyz, anchor);
 | 
						|
    }
 | 
						|
    #endif
 | 
						|
 | 
						|
    // wind
 | 
						|
    #if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
 | 
						|
        float3 rotatedWindVector = TransformWindVectorFromWorldToLocalSpace(_ST_WindVector.xyz);
 | 
						|
        if(dot(rotatedWindVector,rotatedWindVector) < 1e-4)
 | 
						|
                    {
 | 
						|
            return; // bail out if no wind data
 | 
						|
                    }
 | 
						|
        float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
 | 
						|
        float3 windyPosition = data.vertex.xyz;
 | 
						|
 | 
						|
        #ifndef EFFECT_BILLBOARD
 | 
						|
            // leaves
 | 
						|
            if (geometryType > GEOM_TYPE_FROND)
 | 
						|
            {
 | 
						|
                    #if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST)
 | 
						|
                    float3 anchor = float3(data.texcoord1.zw, data.texcoord2.w);
 | 
						|
                        #ifdef _WINDQUALITY_BEST
 | 
						|
                            bool bBestWind = true;
 | 
						|
                        #else
 | 
						|
                            bool bBestWind = false;
 | 
						|
                        #endif
 | 
						|
                        float leafWindTrigOffset = anchor.x + anchor.y;
 | 
						|
                    windyPosition = LeafWind(bBestWind, leafTwo, windyPosition, data.normal, data.texcoord3.x, anchor, data.texcoord3.y, data.texcoord3.z, leafWindTrigOffset, rotatedWindVector);
 | 
						|
                    #endif
 | 
						|
                }
 | 
						|
 | 
						|
                // frond wind
 | 
						|
                bool bPalmWind = false;
 | 
						|
                #ifdef _WINDQUALITY_PALM
 | 
						|
                    bPalmWind = true;
 | 
						|
                    if (geometryType == GEOM_TYPE_FROND)
 | 
						|
                    {
 | 
						|
                        windyPosition = RippleFrond(windyPosition, data.normal, data.texcoord.x, data.texcoord.y, data.texcoord3.x, data.texcoord3.y, data.texcoord3.z);
 | 
						|
                    }
 | 
						|
                #endif
 | 
						|
 | 
						|
                // branch wind (applies to all 3D geometry)
 | 
						|
                #if defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) || defined(_WINDQUALITY_PALM)
 | 
						|
                    float3 rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)unity_ObjectToWorld)) * _ST_WindBranchAnchor.w;
 | 
						|
                    windyPosition = BranchWind(bPalmWind, windyPosition, treePos, float4(data.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
 | 
						|
                #endif
 | 
						|
 | 
						|
            #endif // !EFFECT_BILLBOARD
 | 
						|
 | 
						|
            // global wind
 | 
						|
            float globalWindTime = _ST_WindGlobal.x;
 | 
						|
            #if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED)
 | 
						|
                globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime);
 | 
						|
            #endif
 | 
						|
            windyPosition = GlobalWind(windyPosition, treePos, true, rotatedWindVector, globalWindTime);
 | 
						|
            data.vertex.xyz = windyPosition;
 | 
						|
    #endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////////////////////////////
 | 
						|
//  vertex program
 | 
						|
 | 
						|
void SpeedTreeVert(inout appdata_full v)
 | 
						|
{
 | 
						|
    // handle speedtree wind and lod
 | 
						|
    OffsetSpeedTreeVertex(v, unity_LODFade.x);
 | 
						|
 | 
						|
 | 
						|
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
 | 
						|
   #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
      CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
 | 
						|
   #else
 | 
						|
      CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
 | 
						|
   #endif
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
 | 
						|
    float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
 | 
						|
 | 
						|
    #if defined(EFFECT_BILLBOARD)
 | 
						|
 | 
						|
    BillboardSeamCrossfade(v, treePos);
 | 
						|
 | 
						|
    #endif
 | 
						|
 | 
						|
    // color already contains (ao, ao, ao, blend)
 | 
						|
    // put hue variation amount in there
 | 
						|
    #ifdef EFFECT_HUE_VARIATION
 | 
						|
        float hueVariationAmount = frac(treePos.x + treePos.y + treePos.z);
 | 
						|
        v.color.g = saturate(hueVariationAmount * _HueVariationColor.a);
 | 
						|
    #endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////////////////////////////
 | 
						|
//  lighting function to add subsurface
 | 
						|
 | 
						|
half4 LightingSpeedTreeSubsurface(inout SurfaceOutputStandard s, half3 viewDir, UnityGI gi)
 | 
						|
{
 | 
						|
    #ifdef EFFECT_SUBSURFACE
 | 
						|
        half fSubsurfaceRough = 0.7 - s.Smoothness * 0.5;
 | 
						|
        half fSubsurface = GGXTerm(clamp(-dot(gi.light.dir, viewDir), 0, 1), fSubsurfaceRough);
 | 
						|
 | 
						|
        // put modulated subsurface back into emission
 | 
						|
        s.Emission *= (gi.indirect.diffuse * _SubsurfaceIndirect + gi.light.color * fSubsurface);
 | 
						|
    #endif
 | 
						|
 | 
						|
    return LightingStandard(s, viewDir, gi);
 | 
						|
}
 | 
						|
 | 
						|
void LightingSpeedTreeSubsurface_GI(inout SurfaceOutputStandard s, UnityGIInput data, inout UnityGI gi)
 | 
						|
{
 | 
						|
    #ifdef EFFECT_BILLBOARD
 | 
						|
        // fade off the shadows on billboards to avoid artifacts
 | 
						|
        data.atten = lerp(data.atten, 1.0, _BillboardShadowFade);
 | 
						|
    #endif
 | 
						|
 | 
						|
    LightingStandard_GI(s, data, gi);
 | 
						|
}
 | 
						|
 | 
						|
half4 LightingSpeedTreeSubsurface_Deferred(SurfaceOutputStandard s, half3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2)
 | 
						|
{
 | 
						|
    // no light/shadow info in deferred, so stop subsurface
 | 
						|
    s.Emission = half3(0,0,0);
 | 
						|
 | 
						|
    return LightingStandard_Deferred(s, viewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////////////////////////////
 | 
						|
//  surface shader
 | 
						|
 | 
						|
void SpeedTreeSurf(Input IN, inout SurfaceOutputStandard OUT)
 | 
						|
{
 | 
						|
    fixed4 color = tex2D(_MainTex, IN.uv_MainTex) * _Color;
 | 
						|
 | 
						|
    // transparency
 | 
						|
    OUT.Alpha = color.a * IN.color.a;
 | 
						|
    clip(OUT.Alpha - 0.3333);
 | 
						|
 | 
						|
    // color
 | 
						|
    OUT.Albedo = color.rgb;
 | 
						|
 | 
						|
    // hue variation
 | 
						|
    #ifdef EFFECT_HUE_VARIATION
 | 
						|
        half3 shiftedColor = lerp(OUT.Albedo, _HueVariationColor.rgb, IN.color.g);
 | 
						|
 | 
						|
        // preserve vibrance
 | 
						|
        half maxBase = max(OUT.Albedo.r, max(OUT.Albedo.g, OUT.Albedo.b));
 | 
						|
        half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
 | 
						|
        maxBase /= newMaxBase;
 | 
						|
        maxBase = maxBase * 0.5f + 0.5f;
 | 
						|
        shiftedColor.rgb *= maxBase;
 | 
						|
 | 
						|
        OUT.Albedo = saturate(shiftedColor);
 | 
						|
    #endif
 | 
						|
 | 
						|
    // normal
 | 
						|
    #ifdef EFFECT_BUMP
 | 
						|
        OUT.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
 | 
						|
    #elif defined(EFFECT_BACKSIDE_NORMALS) || defined(EFFECT_BILLBOARD)
 | 
						|
        OUT.Normal = float3(0, 0, 1);
 | 
						|
    #endif
 | 
						|
 | 
						|
    // flip normal on backsides
 | 
						|
    #ifdef EFFECT_BACKSIDE_NORMALS
 | 
						|
        if (IN.facing < 0.5)
 | 
						|
        {
 | 
						|
            OUT.Normal.z = -OUT.Normal.z;
 | 
						|
        }
 | 
						|
    #endif
 | 
						|
 | 
						|
    // adjust billboard normals to improve GI and matching
 | 
						|
    #ifdef EFFECT_BILLBOARD
 | 
						|
        OUT.Normal.z *= 0.5;
 | 
						|
        OUT.Normal = normalize(OUT.Normal);
 | 
						|
    #endif
 | 
						|
 | 
						|
    // extra
 | 
						|
    #ifdef EFFECT_EXTRA_TEX
 | 
						|
        fixed4 extra = tex2D(_ExtraTex, IN.uv_MainTex);
 | 
						|
        OUT.Smoothness = extra.r; // no slider is exposed when ExtraTex is not available, hence we skip the multiplication here
 | 
						|
        OUT.Metallic = extra.g;
 | 
						|
        OUT.Occlusion = extra.b * IN.color.r;
 | 
						|
    #else
 | 
						|
        OUT.Smoothness = _Glossiness;
 | 
						|
        OUT.Metallic = _Metallic;
 | 
						|
        OUT.Occlusion = IN.color.r;
 | 
						|
    #endif
 | 
						|
 | 
						|
    // subsurface (hijack emissive)
 | 
						|
    #ifdef EFFECT_SUBSURFACE
 | 
						|
        OUT.Emission = tex2D(_SubsurfaceTex, IN.uv_MainTex) * _SubsurfaceColor;
 | 
						|
    #endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
#endif // SPEEDTREE8_COMMON_INCLUDED
 |