Add # NatureManufacture Assets
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.gitignore
vendored
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.gitignore
vendored
@ -15,7 +15,4 @@
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!/Imports/Materials
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!/Imports/KriptoFX
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!/Imports/InventaireV2
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#Shaders (need to be suppressed after demo)
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!/Imports/**/*.shader
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!/Imports/**/*.shadergraph
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!/Imports/**/*.cginc
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!/Imports/# NatureManufacture Assets
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10
Imports/# NatureManufacture Assets/Foliage Shaders.meta
Normal file
10
Imports/# NatureManufacture Assets/Foliage Shaders.meta
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fileFormatVersion: 2
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guid: 5702198608502574ca77fd86c0d6732c
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folderAsset: yes
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timeCreated: 1538126571
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licenseType: Store
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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265
Imports/# NatureManufacture Assets/Foliage Shaders/NMWind.cginc
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265
Imports/# NatureManufacture Assets/Foliage Shaders/NMWind.cginc
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#define FLT_EPSILON 1.192092896e-07
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#include "NMWindTouchRect.cginc"
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sampler2D WIND_SETTINGS_TexNoise;
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sampler2D WIND_SETTINGS_TexGust;
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float _InitialBend;
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float _Stiffness;
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float _Drag;
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float _ShiverDrag;
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float _ShiverDirectionality;
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float _WindNormalInfluence;
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float4 _NewNormal;
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float4 WIND_SETTINGS_WorldDirectionAndSpeed;
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float WIND_SETTINGS_FlexNoiseScale;
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float WIND_SETTINGS_ShiverNoiseScale;
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float WIND_SETTINGS_Turbulence;
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float WIND_SETTINGS_GustSpeed;
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float WIND_SETTINGS_GustScale;
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float WIND_SETTINGS_GustWorldScale;
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float4x4 WIND_SETTINGS_Points;
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float4 WIND_SETTINGS_Points_Radius;
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uniform half _CullFarStart = -1;
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uniform half _CullFarDistance = -1;
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float PositivePow(float base, float power)
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{
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return pow(max(abs(base), float(FLT_EPSILON)), power);
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}
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float AttenuateTrunk(float x, float s)
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{
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float r = (x / s);
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return PositivePow(r, 1 / s);
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}
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float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle)
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{
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rotationAxis = normalize(rotationAxis);
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float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
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return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
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}
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struct WindData
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{
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float3 Direction;
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float Strength;
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float3 ShiverStrength;
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float3 ShiverDirection;
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float Gust;
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};
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float3 texNoise(float3 worldPos, float LOD)
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{
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return tex2Dlod(WIND_SETTINGS_TexNoise, float4(worldPos.xz, 0, LOD)).xyz - 0.5;
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}
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float texGust(float3 worldPos, float LOD)
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{
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return tex2Dlod(WIND_SETTINGS_TexGust, float4(worldPos.xz, 0, LOD)).x;
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}
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float4 PointDirection(float4 collumn, float radius)
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{
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float3 position = UNITY_MATRIX_M._m03_m13_m23;
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float3 direction = position - collumn.rgb;
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float3 norm = normalize(direction);
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float leng = length(direction);
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leng = clamp(leng / radius, 0, 1);
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leng = lerp(collumn.a, 0, leng);
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norm = norm * leng;
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return float4(norm.rgb, leng);
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}
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float4 MatrixSplit(float4x4 mat, float column)
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{
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return float4(mat[0][column], mat[1][column], mat[2][column], mat[3][column]);
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}
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WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time)
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{
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WindData result;
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float4 newDirection = PointDirection(MatrixSplit(WIND_SETTINGS_Points, 0), WIND_SETTINGS_Points_Radius[0]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 1), WIND_SETTINGS_Points_Radius[1]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 2), WIND_SETTINGS_Points_Radius[2]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 3), WIND_SETTINGS_Points_Radius[3]);
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float4 WIND_SETTINGS_WorldDirectionAndSpeednew = WIND_SETTINGS_WorldDirectionAndSpeed + newDirection;
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float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeednew.xyz);
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float3 worldOffset = float3(1, 0, 0) * WIND_SETTINGS_WorldDirectionAndSpeednew.w * time.y;
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float3 gustWorldOffset = float3(1, 0, 0) * WIND_SETTINGS_GustSpeed * time.y;
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// Trunk noise is base wind + gusts + noise
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float3 trunk = float3(0, 0, 0);
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if (WIND_SETTINGS_WorldDirectionAndSpeednew.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
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{
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trunk = texNoise((PivotPosition - worldOffset) * WIND_SETTINGS_FlexNoiseScale, 3);
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}
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float gust = 0.0;
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if (WIND_SETTINGS_GustSpeed > 0.0)
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{
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gust = texGust((PivotPosition - gustWorldOffset) * WIND_SETTINGS_GustWorldScale, 3);
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gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
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}
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float3 trunkNoise =
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(
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(normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeednew.w)
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+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
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+ (trunk * WIND_SETTINGS_Turbulence)
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) * drag;
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// Shiver Noise
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float3 shiverNoise = texNoise((WorldPosition - worldOffset) * WIND_SETTINGS_ShiverNoiseScale, 0) * shiverDrag * WIND_SETTINGS_Turbulence;
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float3 dir = trunkNoise;
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float flex = length(trunkNoise) + initialBend;
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float shiver = length(shiverNoise);
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result.Direction = dir;
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result.ShiverDirection = shiverNoise;
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result.Strength = flex;
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result.ShiverStrength = shiver + shiver * gust;
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result.Gust = (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
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+ (trunk * WIND_SETTINGS_Turbulence);
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return result;
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}
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void ApplyWindDisplacement(inout float3 positionWS,
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inout WindData windData,
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float3 normalWS,
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float3 rootWP,
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float stiffness,
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float drag,
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float shiverDrag,
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float shiverDirectionality,
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float initialBend,
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float shiverMask,
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float4 time)
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{
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WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, initialBend, time);
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if (wind.Strength > 0.0)
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{
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float att = AttenuateTrunk(distance(positionWS, rootWP), stiffness);
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float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
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positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
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float3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
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positionWS += wind.ShiverStrength * shiverDirection * shiverMask;
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}
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windData = wind;
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}
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float4x4 GetObjectToWorldMatrix()
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{
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return unity_ObjectToWorld;
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}
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float4x4 GetWorldToObjectMatrix()
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{
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return unity_WorldToObject;
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}
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float3 TransformObjectToWorld(float3 positionOS)
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{
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return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
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}
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float3 TransformObjectToWorldNormal(float3 normalOS)
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{
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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return UnityObjectToWorldDir(normalOS);
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#else
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// Normal need to be multiply by inverse transpose
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// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
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return normalize(mul(normalOS, (float3x3) GetWorldToObjectMatrix()));
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#endif
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}
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float3 TransformWorldToObject(float3 positionWS)
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{
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return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
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}
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void vert(inout appdata_full v)
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{
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float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
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float distanceToCamera = length(positionWS - _WorldSpaceCameraPos.xyz);
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float cull = 1;
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if(_CullFarStart>0)
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cull = 1 - saturate((distanceToCamera -_CullFarStart) / _CullFarDistance);
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float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
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float3 normalWS = TransformObjectToWorldNormal(v.normal);
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WindData windData;
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ApplyWindDisplacement(positionWS, windData, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, v.color.a, _Time);
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v.vertex.xyz = TransformWorldToObject(positionWS).xyz * cull;
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if (_NewNormal.x != 0 || _NewNormal.y != 0 || _NewNormal.z != 0)
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v.normal *= _NewNormal;
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if (_WindNormalInfluence != 0)
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v.normal.y += -_WindNormalInfluence + windData.ShiverStrength * (_WindNormalInfluence + _WindNormalInfluence);
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v.color.r = windData.ShiverStrength;
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//v.color.g = cull;
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if (_TouchReactActive > 0)
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v.vertex.xyz += TouchReactAdjustVertex(half4(v.vertex.xyz, 0.0).xyz);
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}
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void AdditionalWind(inout appdata_full v)
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{
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vert(v);
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}
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 07e3b97e5e97f1c44b4c26960d9fb0a8
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timeCreated: 1523437911
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,226 @@
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#define FLT_EPSILON 1.192092896e-07
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sampler2D WIND_SETTINGS_TexNoise;
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sampler2D WIND_SETTINGS_TexGust;
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float _InitialBend;
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float _Stiffness;
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float _Drag;
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float4 _NewNormal;
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float4 WIND_SETTINGS_WorldDirectionAndSpeed;
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float WIND_SETTINGS_FlexNoiseScale;
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float WIND_SETTINGS_Turbulence;
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float WIND_SETTINGS_GustSpeed;
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float WIND_SETTINGS_GustScale;
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float WIND_SETTINGS_GustWorldScale;
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float4x4 WIND_SETTINGS_Points;
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float4 WIND_SETTINGS_Points_Radius;
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float PositivePow(float base, float power)
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{
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return pow(max(abs(base), float(FLT_EPSILON)), power);
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}
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float AttenuateTrunk(float x, float s)
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{
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float r = (x / s);
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return PositivePow(r, 1 / s);
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}
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float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle)
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{
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rotationAxis = normalize(rotationAxis);
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float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
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return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
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}
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struct WindData
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{
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float3 Direction;
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float Strength;
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float Gust;
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};
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float3 texNoise(float3 worldPos, float LOD)
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{
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return tex2Dlod(WIND_SETTINGS_TexNoise, float4(worldPos.xz, 0, LOD)).xyz - 0.5;
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}
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float texGust(float3 worldPos, float LOD)
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{
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return tex2Dlod(WIND_SETTINGS_TexGust, float4(worldPos.xz, 0, LOD)).x;
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}
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float4 PointDirection(float4 collumn, float radius)
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{
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float3 position = UNITY_MATRIX_M._m03_m13_m23;
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float3 direction = position - collumn.rgb;
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float3 norm = normalize(direction);
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float leng = length(direction);
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leng = clamp(leng / radius, 0, 1);
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leng = lerp(collumn.a, 0, leng);
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norm = norm * leng;
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return float4(norm.rgb, leng);
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}
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float4 MatrixSplit(float4x4 mat, float column)
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{
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return float4(mat[0][column], mat[1][column], mat[2][column], mat[3][column]);
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}
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WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float initialBend, float4 time)
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{
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WindData result;
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float4 newDirection = PointDirection(MatrixSplit(WIND_SETTINGS_Points, 0), WIND_SETTINGS_Points_Radius[0]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 1), WIND_SETTINGS_Points_Radius[1]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 2), WIND_SETTINGS_Points_Radius[2]);
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newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 3), WIND_SETTINGS_Points_Radius[3]);
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float4 WIND_SETTINGS_WorldDirectionAndSpeednew = WIND_SETTINGS_WorldDirectionAndSpeed + newDirection;
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float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeednew.xyz);
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float3 worldOffset = float3(1, 0, 0) * WIND_SETTINGS_WorldDirectionAndSpeednew.w * time.y;
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float3 gustWorldOffset = float3(1, 0, 0) * WIND_SETTINGS_GustSpeed * time.y;
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// Trunk noise is base wind + gusts + noise
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float3 trunk = float3(0, 0, 0);
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if (WIND_SETTINGS_WorldDirectionAndSpeednew.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
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{
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trunk = texNoise((PivotPosition - worldOffset) * WIND_SETTINGS_FlexNoiseScale, 3);
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}
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float gust = 0.0;
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if (WIND_SETTINGS_GustSpeed > 0.0)
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{
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gust = texGust((PivotPosition - gustWorldOffset) * WIND_SETTINGS_GustWorldScale, 3);
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gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
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}
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float3 trunkNoise =
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(
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(normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeednew.w)
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+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
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+ (trunk * WIND_SETTINGS_Turbulence)
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) * drag;
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float3 dir = trunkNoise;
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float flex = length(trunkNoise) + initialBend;
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result.Direction = dir;
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result.Strength = flex;
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result.Gust = (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
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+ (trunk * WIND_SETTINGS_Turbulence);
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return result;
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}
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void ApplyWindDisplacement(inout float3 positionWS,
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inout WindData windData,
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float3 normalWS,
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float3 rootWP,
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float stiffness,
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float drag,
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float initialBend,
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float4 time)
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{
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WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, initialBend, time);
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if (wind.Strength > 0.0)
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{
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float att = AttenuateTrunk(distance(positionWS, rootWP), stiffness);
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float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
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positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
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}
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windData = wind;
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}
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float4x4 GetObjectToWorldMatrix()
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{
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return unity_ObjectToWorld;
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}
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float4x4 GetWorldToObjectMatrix()
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{
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return unity_WorldToObject;
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}
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float3 TransformObjectToWorld(float3 positionOS)
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{
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return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
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}
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float3 TransformObjectToWorldNormal(float3 normalOS)
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{
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#ifdef UNITY_ASSUME_UNIFORM_SCALING
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return UnityObjectToWorldDir(normalOS);
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#else
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// Normal need to be multiply by inverse transpose
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// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
|
||||
return normalize(mul(normalOS, (float3x3) GetWorldToObjectMatrix()));
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float3 TransformWorldToObject(float3 positionWS)
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{
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{
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float3 normalWS = TransformObjectToWorldNormal(v.normal);
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WindData windData;
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ApplyWindDisplacement(positionWS, windData, normalWS, rootWP, _Stiffness, _Drag, _InitialBend, _Time);
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v.vertex.xyz = TransformWorldToObject(positionWS).xyz;
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if (_NewNormal.x != 0 && _NewNormal.y != 0 && _NewNormal.z != 0)
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v.normal *= _NewNormal;
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}
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void AdditionalWind(inout appdata_full v)
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{
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vert(v);
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uniform half _TouchReactActive;
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sampler2D _TouchReact_Buffer;
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float4 _TouchReact_Pos;
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float3 TouchReactAdjustVertex(float3 pos)
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{
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void setupVSPro()
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unity_ObjectToWorld = VisibleShaderDataBuffer[unity_InstanceID].PositionMatrix;
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float cull = 1.0 - saturate((distanceToCamera - _CullFarStart) / _CullFarDistance);
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#undef transformPosition
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