ToriaAssets/Sources/Shaders/TreeLibrary.cginc

139 lines
4.0 KiB
HLSL
Raw Permalink Normal View History

2026-05-19 12:20:15 +02:00
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
float _Occlusion, _AO, _BaseLight;
fixed4 _Color;
#ifdef USE_CUSTOM_LIGHT_DIR
CBUFFER_START(UnityTerrainImposter)
float3 _TerrainTreeLightDirections[4];
float4 _TerrainTreeLightColors[4];
CBUFFER_END
#endif
CBUFFER_START(UnityPerCamera2)
// float4x4 _CameraToWorld;
CBUFFER_END
float _HalfOverCutoff;
struct v2f {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
half4 color : TEXCOORD1;
float3 worldPos: TEXCOORD2;
float3 worldNormal: TEXCOORD3;
// UNITY_FOG_COORDS(2)
UNITY_VERTEX_OUTPUT_STEREO
#ifdef GLOBALSNOW_MOVING_OBJECT
float3 wposOffset: TEXCOORD4;
#endif
};
v2f leaves(appdata_tree v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 worldPosOrig = mul(unity_ObjectToWorld, v.vertex).xyz;
TerrainAnimateTree(v.vertex, v.color.w);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.wposOffset = worldPos - worldPosOrig;
float3 viewpos = UnityObjectToViewPos(v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.worldPos = worldPos;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
float4 lightDir = 0;
float4 lightColor = 0;
lightDir.w = _AO;
float4 light = UNITY_LIGHTMODEL_AMBIENT;
for (int i = 0; i < 4; i++) {
float atten = 1.0;
#ifdef USE_CUSTOM_LIGHT_DIR
lightDir.xyz = _TerrainTreeLightDirections[i];
lightColor = _TerrainTreeLightColors[i];
#else
float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
toLight.z *= -1.0;
lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) );
float lengthSq = dot(toLight, toLight);
atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
lightColor.rgb = unity_LightColor[i].rgb;
#endif
lightDir.xyz *= _Occlusion;
float occ = dot (v.tangent, lightDir);
occ = max(0, occ);
occ += _BaseLight;
light += lightColor * (occ * atten);
}
o.color = light * _Color * _TreeInstanceColor;
o.color.a = 0.5 * _HalfOverCutoff;
// UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
v2f bark(appdata_tree v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 worldPosOrig = mul(unity_ObjectToWorld, v.vertex).xyz;
TerrainAnimateTree(v.vertex, v.color.w);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.wposOffset = worldPos - worldPosOrig;
float3 viewpos = UnityObjectToViewPos(v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.worldPos = worldPos;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
float4 lightDir = 0;
float4 lightColor = 0;
lightDir.w = _AO;
float4 light = UNITY_LIGHTMODEL_AMBIENT;
for (int i = 0; i < 4; i++) {
float atten = 1.0;
#ifdef USE_CUSTOM_LIGHT_DIR
lightDir.xyz = _TerrainTreeLightDirections[i];
lightColor = _TerrainTreeLightColors[i];
#else
float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
toLight.z *= -1.0;
lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) );
float lengthSq = dot(toLight, toLight);
atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
lightColor.rgb = unity_LightColor[i].rgb;
#endif
float diffuse = dot (v.normal, lightDir.xyz);
diffuse = max(0, diffuse);
diffuse *= _AO * v.tangent.w + _BaseLight;
light += lightColor * (diffuse * atten);
}
light.a = 1;
o.color = light * _Color * _TreeInstanceColor;
#ifdef WRITE_ALPHA_1
o.color.a = 1;
#endif
// UNITY_TRANSFER_FOG(o,o.pos);
return o;
}