Add shaders
This commit is contained in:
@@ -0,0 +1,265 @@
|
||||
#define FLT_EPSILON 1.192092896e-07
|
||||
|
||||
#include "NMWindTouchRect.cginc"
|
||||
|
||||
sampler2D WIND_SETTINGS_TexNoise;
|
||||
sampler2D WIND_SETTINGS_TexGust;
|
||||
|
||||
float _InitialBend;
|
||||
float _Stiffness;
|
||||
float _Drag;
|
||||
float _ShiverDrag;
|
||||
float _ShiverDirectionality;
|
||||
float _WindNormalInfluence;
|
||||
float4 _NewNormal;
|
||||
|
||||
float4 WIND_SETTINGS_WorldDirectionAndSpeed;
|
||||
float WIND_SETTINGS_FlexNoiseScale;
|
||||
float WIND_SETTINGS_ShiverNoiseScale;
|
||||
float WIND_SETTINGS_Turbulence;
|
||||
float WIND_SETTINGS_GustSpeed;
|
||||
float WIND_SETTINGS_GustScale;
|
||||
float WIND_SETTINGS_GustWorldScale;
|
||||
float4x4 WIND_SETTINGS_Points;
|
||||
float4 WIND_SETTINGS_Points_Radius;
|
||||
|
||||
uniform half _CullFarStart = -1;
|
||||
uniform half _CullFarDistance = -1;
|
||||
|
||||
float PositivePow(float base, float power)
|
||||
{
|
||||
return pow(max(abs(base), float(FLT_EPSILON)), power);
|
||||
}
|
||||
|
||||
float AttenuateTrunk(float x, float s)
|
||||
{
|
||||
float r = (x / s);
|
||||
return PositivePow(r, 1 / s);
|
||||
}
|
||||
|
||||
|
||||
float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle)
|
||||
{
|
||||
rotationAxis = normalize(rotationAxis);
|
||||
float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
|
||||
return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
|
||||
}
|
||||
|
||||
struct WindData
|
||||
{
|
||||
float3 Direction;
|
||||
float Strength;
|
||||
float3 ShiverStrength;
|
||||
float3 ShiverDirection;
|
||||
float Gust;
|
||||
};
|
||||
|
||||
|
||||
float3 texNoise(float3 worldPos, float LOD)
|
||||
{
|
||||
return tex2Dlod(WIND_SETTINGS_TexNoise, float4(worldPos.xz, 0, LOD)).xyz - 0.5;
|
||||
}
|
||||
|
||||
float texGust(float3 worldPos, float LOD)
|
||||
{
|
||||
return tex2Dlod(WIND_SETTINGS_TexGust, float4(worldPos.xz, 0, LOD)).x;
|
||||
}
|
||||
|
||||
float4 PointDirection(float4 collumn, float radius)
|
||||
{
|
||||
|
||||
float3 position = UNITY_MATRIX_M._m03_m13_m23;
|
||||
|
||||
float3 direction = position - collumn.rgb;
|
||||
float3 norm = normalize(direction);
|
||||
float leng = length(direction);
|
||||
leng = clamp(leng / radius, 0, 1);
|
||||
leng = lerp(collumn.a, 0, leng);
|
||||
norm = norm * leng;
|
||||
|
||||
return float4(norm.rgb, leng);
|
||||
|
||||
}
|
||||
|
||||
float4 MatrixSplit(float4x4 mat, float column)
|
||||
{
|
||||
return float4(mat[0][column], mat[1][column], mat[2][column], mat[3][column]);
|
||||
|
||||
}
|
||||
|
||||
|
||||
WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time)
|
||||
{
|
||||
WindData result;
|
||||
|
||||
|
||||
float4 newDirection = PointDirection(MatrixSplit(WIND_SETTINGS_Points, 0), WIND_SETTINGS_Points_Radius[0]);
|
||||
newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 1), WIND_SETTINGS_Points_Radius[1]);
|
||||
newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 2), WIND_SETTINGS_Points_Radius[2]);
|
||||
newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 3), WIND_SETTINGS_Points_Radius[3]);
|
||||
|
||||
|
||||
float4 WIND_SETTINGS_WorldDirectionAndSpeednew = WIND_SETTINGS_WorldDirectionAndSpeed + newDirection;
|
||||
|
||||
float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeednew.xyz);
|
||||
|
||||
|
||||
float3 worldOffset = float3(1, 0, 0) * WIND_SETTINGS_WorldDirectionAndSpeednew.w * time.y;
|
||||
float3 gustWorldOffset = float3(1, 0, 0) * WIND_SETTINGS_GustSpeed * time.y;
|
||||
|
||||
// Trunk noise is base wind + gusts + noise
|
||||
|
||||
float3 trunk = float3(0, 0, 0);
|
||||
|
||||
if (WIND_SETTINGS_WorldDirectionAndSpeednew.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
|
||||
{
|
||||
trunk = texNoise((PivotPosition - worldOffset) * WIND_SETTINGS_FlexNoiseScale, 3);
|
||||
}
|
||||
|
||||
float gust = 0.0;
|
||||
|
||||
if (WIND_SETTINGS_GustSpeed > 0.0)
|
||||
{
|
||||
gust = texGust((PivotPosition - gustWorldOffset) * WIND_SETTINGS_GustWorldScale, 3);
|
||||
gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
|
||||
}
|
||||
|
||||
float3 trunkNoise =
|
||||
(
|
||||
(normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeednew.w)
|
||||
+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
|
||||
+ (trunk * WIND_SETTINGS_Turbulence)
|
||||
) * drag;
|
||||
|
||||
// Shiver Noise
|
||||
float3 shiverNoise = texNoise((WorldPosition - worldOffset) * WIND_SETTINGS_ShiverNoiseScale, 0) * shiverDrag * WIND_SETTINGS_Turbulence;
|
||||
|
||||
float3 dir = trunkNoise;
|
||||
float flex = length(trunkNoise) + initialBend;
|
||||
float shiver = length(shiverNoise);
|
||||
|
||||
result.Direction = dir;
|
||||
result.ShiverDirection = shiverNoise;
|
||||
result.Strength = flex;
|
||||
result.ShiverStrength = shiver + shiver * gust;
|
||||
result.Gust = (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
|
||||
+ (trunk * WIND_SETTINGS_Turbulence);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void ApplyWindDisplacement(inout float3 positionWS,
|
||||
inout WindData windData,
|
||||
float3 normalWS,
|
||||
float3 rootWP,
|
||||
float stiffness,
|
||||
float drag,
|
||||
float shiverDrag,
|
||||
float shiverDirectionality,
|
||||
float initialBend,
|
||||
float shiverMask,
|
||||
float4 time)
|
||||
{
|
||||
WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, initialBend, time);
|
||||
|
||||
if (wind.Strength > 0.0)
|
||||
{
|
||||
float att = AttenuateTrunk(distance(positionWS, rootWP), stiffness);
|
||||
float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
|
||||
|
||||
positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
|
||||
|
||||
float3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
|
||||
positionWS += wind.ShiverStrength * shiverDirection * shiverMask;
|
||||
}
|
||||
windData = wind;
|
||||
|
||||
}
|
||||
|
||||
|
||||
float4x4 GetObjectToWorldMatrix()
|
||||
{
|
||||
return unity_ObjectToWorld;
|
||||
}
|
||||
|
||||
float4x4 GetWorldToObjectMatrix()
|
||||
{
|
||||
return unity_WorldToObject;
|
||||
}
|
||||
|
||||
float3 TransformObjectToWorld(float3 positionOS)
|
||||
{
|
||||
return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
|
||||
}
|
||||
|
||||
|
||||
float3 TransformObjectToWorldNormal(float3 normalOS)
|
||||
{
|
||||
#ifdef UNITY_ASSUME_UNIFORM_SCALING
|
||||
return UnityObjectToWorldDir(normalOS);
|
||||
#else
|
||||
// Normal need to be multiply by inverse transpose
|
||||
// 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()));
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 TransformWorldToObject(float3 positionWS)
|
||||
{
|
||||
return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void vert(inout appdata_full v)
|
||||
{
|
||||
|
||||
|
||||
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
|
||||
|
||||
|
||||
float distanceToCamera = length(positionWS - _WorldSpaceCameraPos.xyz);
|
||||
|
||||
float cull = 1;
|
||||
if(_CullFarStart>0)
|
||||
cull = 1 - saturate((distanceToCamera -_CullFarStart) / _CullFarDistance);
|
||||
|
||||
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
|
||||
|
||||
|
||||
|
||||
float3 normalWS = TransformObjectToWorldNormal(v.normal);
|
||||
|
||||
WindData windData;
|
||||
|
||||
ApplyWindDisplacement(positionWS, windData, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, v.color.a, _Time);
|
||||
|
||||
v.vertex.xyz = TransformWorldToObject(positionWS).xyz * cull;
|
||||
|
||||
|
||||
if (_NewNormal.x != 0 || _NewNormal.y != 0 || _NewNormal.z != 0)
|
||||
v.normal *= _NewNormal;
|
||||
|
||||
if (_WindNormalInfluence != 0)
|
||||
v.normal.y += -_WindNormalInfluence + windData.ShiverStrength * (_WindNormalInfluence + _WindNormalInfluence);
|
||||
|
||||
v.color.r = windData.ShiverStrength;
|
||||
//v.color.g = cull;
|
||||
|
||||
if (_TouchReactActive > 0)
|
||||
v.vertex.xyz += TouchReactAdjustVertex(half4(v.vertex.xyz, 0.0).xyz);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void AdditionalWind(inout appdata_full v)
|
||||
{
|
||||
vert(v);
|
||||
}
|
||||
Reference in New Issue
Block a user