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- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
- #ifndef TERRAIN_ENGINE_INCLUDED
- #define TERRAIN_ENGINE_INCLUDED
- // Terrain engine shader helpers
- CBUFFER_START(UnityTerrain)
- // grass
- fixed4 _WavingTint;
- float4 _WaveAndDistance; // wind speed, wave size, wind amount, max sqr distance
- float4 _CameraPosition; // .xyz = camera position, .w = 1 / (max sqr distance)
- float3 _CameraRight, _CameraUp;
- // trees
- fixed4 _TreeInstanceColor;
- float4 _TreeInstanceScale;
- float4x4 _TerrainEngineBendTree;
- float4 _SquashPlaneNormal;
- float _SquashAmount;
- // billboards
- float3 _TreeBillboardCameraRight;
- float4 _TreeBillboardCameraUp;
- float4 _TreeBillboardCameraFront;
- float4 _TreeBillboardCameraPos;
- float4 _TreeBillboardDistances; // x = max distance ^ 2
- CBUFFER_END
- // ---- Vertex input structures
- struct appdata_tree {
- float4 vertex : POSITION; // position
- float4 tangent : TANGENT; // directional AO
- float3 normal : NORMAL; // normal
- fixed4 color : COLOR; // .w = bend factor
- float4 texcoord : TEXCOORD0; // UV
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct appdata_tree_billboard {
- float4 vertex : POSITION;
- fixed4 color : COLOR; // Color
- float4 texcoord : TEXCOORD0; // UV Coordinates
- float2 texcoord1 : TEXCOORD1; // Billboard extrusion
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- // ---- Grass helpers
- // Calculate a 4 fast sine-cosine pairs
- // val: the 4 input values - each must be in the range (0 to 1)
- // s: The sine of each of the 4 values
- // c: The cosine of each of the 4 values
- void FastSinCos (float4 val, out float4 s, out float4 c) {
- val = val * 6.408849 - 3.1415927;
- // powers for taylor series
- float4 r5 = val * val; // wavevec ^ 2
- float4 r6 = r5 * r5; // wavevec ^ 4;
- float4 r7 = r6 * r5; // wavevec ^ 6;
- float4 r8 = r6 * r5; // wavevec ^ 8;
- float4 r1 = r5 * val; // wavevec ^ 3
- float4 r2 = r1 * r5; // wavevec ^ 5;
- float4 r3 = r2 * r5; // wavevec ^ 7;
- //Vectors for taylor's series expansion of sin and cos
- float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841};
- float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587};
- // sin
- s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w;
- // cos
- c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w;
- }
- fixed4 TerrainWaveGrass (inout float4 vertex, float waveAmount, fixed4 color)
- {
- float4 _waveXSize = float4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y;
- float4 _waveZSize = float4 (0.006, .02, 0.02, 0.05) * _WaveAndDistance.y;
- float4 waveSpeed = float4 (0.3, .5, .4, 1.2) * 4;
- float4 _waveXmove = float4(0.012, 0.02, -0.06, 0.048) * 2;
- float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1);
- float4 waves;
- waves = vertex.x * _waveXSize;
- waves += vertex.z * _waveZSize;
- // Add in time to model them over time
- waves += _WaveAndDistance.x * waveSpeed;
- float4 s, c;
- waves = frac (waves);
- FastSinCos (waves, s,c);
- s = s * s;
- s = s * s;
- float lighting = dot (s, normalize (float4 (1,1,.4,.2))) * .7;
- s = s * waveAmount;
- float3 waveMove = float3 (0,0,0);
- waveMove.x = dot (s, _waveXmove);
- waveMove.z = dot (s, _waveZmove);
- vertex.xz -= waveMove.xz * _WaveAndDistance.z;
- // apply color animation
- // fix for dx11/etc warning
- fixed3 waveColor = lerp (fixed3(0.5,0.5,0.5), _WavingTint.rgb, fixed3(lighting,lighting,lighting));
- // Fade the grass out before detail distance.
- // Saturate because Radeon HD drivers on OS X 10.4.10 don't saturate vertex colors properly.
- float3 offset = vertex.xyz - _CameraPosition.xyz;
- color.a = saturate (2 * (_WaveAndDistance.w - dot (offset, offset)) * _CameraPosition.w);
- return fixed4(2 * waveColor * color.rgb, color.a);
- }
- void TerrainBillboardGrass( inout float4 pos, float2 offset )
- {
- float3 grasspos = pos.xyz - _CameraPosition.xyz;
- if (dot(grasspos, grasspos) > _WaveAndDistance.w)
- offset = 0.0;
- pos.xyz += offset.x * _CameraRight.xyz;
- pos.xyz += offset.y * _CameraUp.xyz;
- }
- // Grass: appdata_full usage
- // color - .xyz = color, .w = wave scale
- // normal - normal
- // tangent.xy - billboard extrusion
- // texcoord - UV coords
- // texcoord1 - 2nd UV coords
- void WavingGrassVert (inout appdata_full v)
- {
- // MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
- // _WaveAndDistance.z == 0 for MeshLit
- float waveAmount = v.color.a * _WaveAndDistance.z;
- v.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
- }
- void WavingGrassBillboardVert (inout appdata_full v)
- {
- TerrainBillboardGrass (v.vertex, v.tangent.xy);
- // wave amount defined by the grass height
- float waveAmount = v.tangent.y;
- v.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
- }
- // ---- Tree helpers
- inline float4 Squash(in float4 pos)
- {
- // To squash the tree the vertex needs to be moved in the direction
- // of the squash plane. The plane is defined by the the:
- // plane point - point lying on the plane, defined in model space
- // plane normal - _SquashPlaneNormal.xyz
- // we're pushing squashed tree plane in direction of planeNormal by amount of _SquashPlaneNormal.w
- // this squashing has to match logic of tree billboards
- float3 planeNormal = _SquashPlaneNormal.xyz;
- // unoptimized version:
- //float3 planePoint = -planeNormal * _SquashPlaneNormal.w;
- //float3 projectedVertex = pos.xyz + dot(planeNormal, (planePoint - pos)) * planeNormal;
- // optimized version:
- float3 projectedVertex = pos.xyz - (dot(planeNormal.xyz, pos.xyz) + _SquashPlaneNormal.w) * planeNormal;
- pos = float4(lerp(projectedVertex, pos.xyz, _SquashAmount), 1);
- return pos;
- }
- void TerrainAnimateTree( inout float4 pos, float alpha )
- {
- pos.xyz *= _TreeInstanceScale.xyz;
- float3 bent = mul(_TerrainEngineBendTree, float4(pos.xyz, 0.0)).xyz;
- pos.xyz = lerp( pos.xyz, bent, alpha );
- pos = Squash(pos);
- }
- // ---- Billboarded tree helpers
- void TerrainBillboardTree( inout float4 pos, float2 offset, float offsetz )
- {
- float3 treePos = pos.xyz - _TreeBillboardCameraPos.xyz;
- float treeDistanceSqr = dot(treePos, treePos);
- if( treeDistanceSqr > _TreeBillboardDistances.x )
- offset.xy = offsetz = 0.0;
- // positioning of billboard vertices horizontally
- pos.xyz += _TreeBillboardCameraRight.xyz * offset.x;
- // tree billboards can have non-uniform scale,
- // so when looking from above (or bellow) we must use
- // billboard width as billboard height
- // 1) non-compensating
- //pos.xyz += _TreeBillboardCameraUp.xyz * offset.y;
- // 2) correct compensating (?)
- //float alpha = _TreeBillboardCameraPos.w;
- //float a = offset.y;
- //float b = offsetz;
- // 2a) using elipse-radius formula
- ////float r = abs(a * b) / sqrt(sqr(a * sin(alpha)) + sqr(b * cos(alpha))) * sign(b);
- //float r = abs(a) * b / sqrt(sqr(a * sin(alpha)) + sqr(b * cos(alpha)));
- // 2b) sin-cos lerp
- //float r = b * sin(alpha) + a * cos(alpha);
- //pos.xyz += _TreeBillboardCameraUp.xyz * r;
- // 3) incorrect compensating (using lerp)
- // _TreeBillboardCameraPos.w contains ImposterRenderTexture::GetBillboardAngleFactor()
- //float billboardAngleFactor = _TreeBillboardCameraPos.w;
- //float r = lerp(offset.y, offsetz, billboardAngleFactor);
- //pos.xyz += _TreeBillboardCameraUp.xyz * r;
- // so now we take solution #3 and complicate it even further...
- //
- // case 49851: Flying trees
- // The problem was that tree billboard was fixed on it's center, which means
- // the root of the tree is not fixed and can float around. This can be quite visible
- // on slopes (checkout the case on fogbugz for screenshots).
- //
- // We're fixing this by fixing billboards to the root of the tree.
- // Note that root of the tree is not necessary the bottom of the tree -
- // there might be significant part of the tree bellow terrain.
- // This fixation mode doesn't work when looking from above/below, because
- // billboard is so close to the ground, so we offset it by certain distance
- // when viewing angle is bigger than certain treshold (40 deg at the moment)
- // _TreeBillboardCameraPos.w contains ImposterRenderTexture::billboardAngleFactor
- float billboardAngleFactor = _TreeBillboardCameraPos.w;
- // The following line performs two things:
- // 1) peform non-uniform scale, see "3) incorrect compensating (using lerp)" above
- // 2) blend between vertical and horizontal billboard mode
- float radius = lerp(offset.y, offsetz, billboardAngleFactor);
- // positioning of billboard vertices veritally
- pos.xyz += _TreeBillboardCameraUp.xyz * radius;
- // _TreeBillboardCameraUp.w contains ImposterRenderTexture::billboardOffsetFactor
- float billboardOffsetFactor = _TreeBillboardCameraUp.w;
- // Offsetting billboad from the ground, so it doesn't get clipped by ztest.
- // In theory we should use billboardCenterOffsetY instead of offset.x,
- // but we can't because offset.y is not the same for all 4 vertices, so
- // we use offset.x which is the same for all 4 vertices (except sign).
- // And it doesn't matter a lot how much we offset, we just need to offset
- // it by some distance
- pos.xyz += _TreeBillboardCameraFront.xyz * abs(offset.x) * billboardOffsetFactor;
- }
- // ---- Tree Creator
- float4 _Wind;
- // Expand billboard and modify normal + tangent to fit
- inline void ExpandBillboard (in float4x4 mat, inout float4 pos, inout float3 normal, inout float4 tangent)
- {
- // tangent.w = 0 if this is a billboard
- float isBillboard = 1.0f - abs(tangent.w);
- // billboard normal
- float3 norb = normalize(mul(float4(normal, 0), mat)).xyz;
- // billboard tangent
- float3 tanb = normalize(mul(float4(tangent.xyz, 0.0f), mat)).xyz;
- pos += mul(float4(normal.xy, 0, 0), mat) * isBillboard;
- normal = lerp(normal, norb, isBillboard);
- tangent = lerp(tangent, float4(tanb, -1.0f), isBillboard);
- }
- 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 ) );
- }
- // Detail bending
- inline float4 AnimateVertex(float4 pos, float3 normal, float4 animParams)
- {
- // animParams stored in color
- // animParams.x = branch phase
- // animParams.y = edge flutter factor
- // animParams.z = primary factor
- // animParams.w = secondary factor
- float fDetailAmp = 0.1f;
- float fBranchAmp = 0.3f;
- // Phases (object, vertex, branch)
- float fObjPhase = dot(unity_ObjectToWorld._14_24_34, 1);
- float fBranchPhase = fObjPhase + animParams.x;
- float fVtxPhase = dot(pos.xyz, animParams.y + fBranchPhase);
- // x is used for edges; y is used for branches
- float2 vWavesIn = _Time.yy + 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;
- // Edge (xz) and branch bending (y)
- float3 bend = animParams.y * fDetailAmp * normal.xyz;
- bend.y = animParams.w * fBranchAmp;
- pos.xyz += ((vWavesSum.xyx * bend) + (_Wind.xyz * vWavesSum.y * animParams.w)) * _Wind.w;
- // Primary bending
- // Displace position
- pos.xyz += animParams.z * _Wind.xyz;
- return pos;
- }
- #endif
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