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sota/RunningLateGame/Assets/Forst/CTI Runtime Components/CTI Runtime Components URP 14plus/Shaders/Includes/CTI URP SG Wind.hlsl

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2024-08-13 15:06:54 +00:00
float4 _CTI_SRP_Wind;
float _CTI_SRP_Turbulence;
float3x3 GetRotationMatrix(float3 axis, float angle)
{
//axis = normalize(axis); // moved to calling function
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return float3x3 (oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c);
}
float4 SmoothCurve( float4 x ) {
return x * x *( 3.0 - 2.0 * x );
}
float4 TriangleWave( float4 x ) {
return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
}
float4 SmoothTriangleWave( float4 x ) {
return SmoothCurve( TriangleWave( x ) );
}
// Overloads for single float
float SmoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float TriangleWave( float x ) {
return abs( frac( x + 0.5 ) * 2.0 - 1.0 );
}
float SmoothTriangleWave( float x ) {
return SmoothCurve( TriangleWave( x ) );
}
half3 CTI_UnpackScaleNormal(half4 packednormal, half bumpScale)
{
half3 normal;
normal.xy = (packednormal.wy * 2 - 1);
#if (SHADER_TARGET >= 30)
// SM2.0: instruction count limitation
// SM2.0: normal scaler is not supported
normal.xy *= bumpScale;
#endif
normal.z = sqrt(1.0f - saturate(dot(normal.xy, normal.xy)));
return normal;
}
float4 AfsSmoothTriangleWave( float4 x ) {
return (SmoothCurve( TriangleWave( x )) - 0.5f) * 2.0f;
}
void CTI_AnimateVertexSG_float(
float3 PositionOS,
half3 NormalOS,
half4 VertexColor,
float2 UV2,
float3 UV3,
float leafNoise,
float3 baseWindMultipliers,
bool enableNormalRotation,
bool EnableAdvancedEdgeBending,
float2 AdvancedEdgeBending,
float3 timeParams,
bool IsLeaves,
out float3 o_positionOS,
out half3 o_normalOS,
out half2 o_colorVariationAmbient
) {
const float fDetailAmp = 0.1f;
const float fBranchAmp = 0.3f;
#define Phase animParams.r
#define Flutter animParams.g
#define MainBending animParams.z
#define BranchBending animParams.w
float4 animParams = float4(VertexColor.rg, UV2.xy);
animParams.zwy *= baseWindMultipliers.xyz;
// Init output
o_positionOS = PositionOS;
o_normalOS = NormalOS;
// Store ambient occlusion
o_colorVariationAmbient = 0;
const float3 TreeWorldPos = UNITY_MATRIX_M._m03_m13_m23;
float sinuswave = sin(timeParams.x * 0.5);
float shiftedsinuswave = (sinuswave + timeParams.y) * 0.5;
//#if defined (_LEAFTUMBLING)
// float shiftedsinuswave = sin(_Time.y * 0.5 + _TimeOffset);
// float4 vOscillations = SmoothTriangleWave(float4(TreeWorldPos.x + sinuswave, TreeWorldPos.z + sinuswave * 0.7, TreeWorldPos.x + shiftedsinuswave, TreeWorldPos.z + shiftedsinuswave * 0.8));
//#else
float4 vOscillations = SmoothTriangleWave(float4(TreeWorldPos.x + sinuswave, TreeWorldPos.z + sinuswave * 0.7, TreeWorldPos.x + shiftedsinuswave, TreeWorldPos.z + shiftedsinuswave * 0.8));
//#endif
// x used for main wind bending / y used for tumbling
float2 fOsc = vOscillations.xz + (vOscillations.yw * vOscillations.yw);
fOsc = 0.75 + (fOsc + 3.33) * 0.33;
// float fObjPhase = abs(frac((TreeWorldPos.x + TreeWorldPos.z) * 0.5) * 2 - 1);
// NOTE: We have to limit (frac) fObjPhase in case we use fBranchPhase in tumbling or turbulence
float fObjPhase = dot(TreeWorldPos, 1);
float fBranchPhase = fObjPhase + Phase;
float fVtxPhase = dot(o_positionOS.xyz, Flutter + fBranchPhase);
// x is used for edges; y is used for branches
float2 vWavesIn = timeParams.xx + float2(fVtxPhase, fBranchPhase );
// 1.975, 0.793, 0.375, 0.193 are good frequencies
float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0);
vWaves = SmoothTriangleWave( vWaves );
float2 vWavesSum = vWaves.xz + vWaves.yw;
// Get local Wind
#define absWindStrength _CTI_SRP_Wind.w
float turbulence = _CTI_SRP_Turbulence;
float3 windDir = mul((float3x3)GetWorldToObjectMatrix(), _CTI_SRP_Wind.xyz);
float4 Wind = float4(windDir, absWindStrength);
// Leaf specific bending
if (IsLeaves)
{
float3 pivot;
// Decode UV3
// 15bit compression 2 components only, important: sign of y
pivot.xz = (frac(float2(1.0f, 32768.0f) * UV3.xx) * 2) - 1;
pivot.y = sqrt(1 - saturate(dot(pivot.xz, pivot.xz)));
pivot *= UV3.y;
half tumbleInfluence = frac(VertexColor.b * 2.0);
// Move point to 0,0,0
o_positionOS.xyz -= pivot;
#if defined(_LEAFTUMBLING) || defined (_LEAFTURBULENCE)
float3 fracs = frac(pivot * 33.3);
//float offset = fracs.x + fracs.y + fracs.z; // /* this adds a lot of noise, so we use * 0.1 */ + (BranchBending + Phase) * leafNoise;
float offset = fracs.x + fracs.y + fracs.z /* this adds a lot of noise, so we use * 0.1 */ + (BranchBending + Phase) * leafNoise;
float tFrequency = _TumbleFrequency * (timeParams.x + fObjPhase * 10.0 );
float4 vWaves1 = SmoothTriangleWave( float4( (tFrequency + offset) * (1.0 + offset * 0.25), tFrequency * 0.75 + offset, tFrequency * 0.5 + offset, tFrequency * 1.5 + offset));
float3 windTangent = float3(-windDir.z, windDir.y, windDir.x);
float twigPhase = vWaves1.x + vWaves1.y + (vWaves1.z * vWaves1.z);
#define packedBranchAxis UV3.z
//#if defined (_EMISSION)
// This was the root of the fern issue: branchAxes slightly varied on different LODs!
float3 branchAxis = frac( packedBranchAxis * float3(1.0, 256.0, 65536.0) );
branchAxis = branchAxis * 2.0 - 1.0;
branchAxis = normalize(branchAxis);
// we can do better in case we have the baked branch main axis
float facingWind = (dot(branchAxis, windDir));
//#else
// half facingWind = (dot(normalize(float3(v.positionOS.x, 0, v.positionOS.z)), windDir)); //saturate
//#endif
//float localWindStrength = dot(abs(xWind.xyz), 1) * tumbleInfluence * (1.35 - facingWind) * xWind.w + absWindStrength; // Use abs(_Wind)!!!!!!
half localWindStrength = (1.35h - facingWind) * tumbleInfluence * absWindStrength;
// tumbling
#if defined(_LEAFTUMBLING)
// float angleTumble =
// (twigPhase + fBranchPhase * 0.25 + BranchBending)
// * localWindStrength * tumbleStrength
// * fOsc.y
// ;
// Let's keep it simple
float angleTumble = (twigPhase + BranchBending) * localWindStrength * _TumbleStrength;
float3x3 tumbleRot = GetRotationMatrix( windTangent, angleTumble);
o_positionOS.xyz = mul(tumbleRot, o_positionOS.xyz);
if(enableNormalRotation)
{
o_normalOS = mul(tumbleRot, o_normalOS);
}
#endif
// turbulence
#if defined (_LEAFTURBULENCE)
// float angleTurbulence =
// // center rotation so the leaves rotate leftwards as well as rightwards according to the incoming waves
// ((twigPhase + vWaves1.w) * 0.25 - 0.5)
// // make rotation strength depend on absWindStrength and all other inputs
// * localWindStrength * leafTurbulence * saturate(lerp(1.0, Flutter * 8.0, _EdgeFlutterInfluence))
// * fOsc.x
// ;
// Let's keep it simple
float angleTurbulence =
((twigPhase + vWaves1.w) * 0.25 - 0.5)
* localWindStrength * _LeafTurbulence * saturate(lerp(1.0, Flutter * 8.0, _EdgeFlutterInfluence))
;
float3x3 turbulenceRot = GetRotationMatrix( -branchAxis, angleTurbulence);
o_positionOS.xyz = mul(turbulenceRot, o_positionOS.xyz);
if(enableNormalRotation)
{
o_normalOS = mul(turbulenceRot, NormalOS);
}
#endif
#endif
// fade in/out leave planes
// float lodfade = ceil(pos.w - 0.51);
// asset store
// float lodfade = (pos.w > 0.5) ? 1 : 0;
// latest
if (unity_LODFade.x < 1.0)
{
float lodfade = (VertexColor.b > (1.0f / 255.0f * 126.0f) ) ? 1 : 0; // Make sure that the 1st vertex is taken into account
o_positionOS.xyz *= 1.0 - unity_LODFade.x * lodfade;
}
// Move point back to origin
o_positionOS.xyz += pivot;
// Advanced edge fluttering (has to be outside preserve length)
if(EnableAdvancedEdgeBending)
{
o_positionOS.xyz += o_normalOS.xyz * SmoothTriangleWave( tumbleInfluence * timeParams.x * AdvancedEdgeBending.y + Phase ) * AdvancedEdgeBending.x * Flutter * absWindStrength;
}
}
// Preserve Length
float origLength = length(o_positionOS.xyz);
// Primary bending / Displace position
o_positionOS.xyz += animParams.z * Wind.xyz * fOsc.x * absWindStrength ;
#if defined(_NORMALIZEBRANCH)
// Preserve Length - good here but stretches real branches
o_positionOS.xyz = normalize(o_positionOS.xyz) * origLength;
#endif
// Apply secondary bending and edge flutter
float3 bend = animParams.y * fDetailAmp * abs(o_normalOS.xyz);
bend.y = animParams.w * fBranchAmp;
o_positionOS.xyz += ((vWavesSum.xyx * bend) + (Wind.xyz * vWavesSum.y * animParams.w)) * absWindStrength * _CTI_SRP_Turbulence;
#if !defined(_NORMALIZEBRANCH)
// Preserve Length - good here but stretches real branches
o_positionOS.xyz = normalize(o_positionOS.xyz) * origLength;
#endif
// Store Variation
#if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS)
o_colorVariationAmbient.x = saturate ( ( frac(TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) + frac( (TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) * 3.3 ) ) * 0.5 );
o_colorVariationAmbient.y = VertexColor.a;
#endif
}