206 lines
6.8 KiB
HLSL
206 lines
6.8 KiB
HLSL
// Curved World <http://u3d.as/1W8h>
|
|
// Copyright (c) Amazing Assets <https://amazingassets.world>
|
|
|
|
|
|
|
|
#ifndef UNITY_BUILTIN_3X_TREE_LIBRARY_INCLUDED
|
|
#define UNITY_BUILTIN_3X_TREE_LIBRARY_INCLUDED
|
|
|
|
// Shared tree shader functionality for Unity 3.x Tree Creator shaders
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "TerrainEngine.cginc"
|
|
|
|
#include "../../Core/CurvedWorldTransform.cginc"
|
|
|
|
fixed4 _Color;
|
|
fixed3 _TranslucencyColor;
|
|
fixed _TranslucencyViewDependency;
|
|
half _ShadowStrength;
|
|
|
|
struct LeafSurfaceOutput {
|
|
fixed3 Albedo;
|
|
fixed3 Normal;
|
|
fixed3 Emission;
|
|
fixed Translucency;
|
|
half Specular;
|
|
fixed Gloss;
|
|
fixed Alpha;
|
|
};
|
|
|
|
inline half4 LightingTreeLeaf (LeafSurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
|
|
{
|
|
half3 h = normalize (lightDir + viewDir);
|
|
|
|
half nl = dot (s.Normal, lightDir);
|
|
|
|
half nh = max (0, dot (s.Normal, h));
|
|
half spec = pow (nh, s.Specular * 128.0) * s.Gloss;
|
|
|
|
// view dependent back contribution for translucency
|
|
fixed backContrib = saturate(dot(viewDir, -lightDir));
|
|
|
|
// normally translucency is more like -nl, but looks better when it's view dependent
|
|
backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency);
|
|
|
|
fixed3 translucencyColor = backContrib * s.Translucency * _TranslucencyColor;
|
|
|
|
// wrap-around diffuse
|
|
nl = max(0, nl * 0.6 + 0.4);
|
|
|
|
fixed4 c;
|
|
/////@TODO: what is is this multiply 2x here???
|
|
c.rgb = s.Albedo * (translucencyColor * 2 + nl);
|
|
c.rgb = c.rgb * _LightColor0.rgb + spec;
|
|
|
|
// For directional lights, apply less shadow attenuation
|
|
// based on shadow strength parameter.
|
|
#if defined(DIRECTIONAL) || defined(DIRECTIONAL_COOKIE)
|
|
c.rgb *= lerp(1, atten, _ShadowStrength);
|
|
#else
|
|
c.rgb *= atten;
|
|
#endif
|
|
|
|
c.a = s.Alpha;
|
|
|
|
return c;
|
|
}
|
|
|
|
// -------- Per-vertex lighting functions for "Tree Creator Leaves Fast" shaders
|
|
|
|
fixed3 ShadeTranslucentMainLight (float4 vertex, float3 normal)
|
|
{
|
|
float3 viewDir = normalize(WorldSpaceViewDir(vertex));
|
|
float3 lightDir = normalize(WorldSpaceLightDir(vertex));
|
|
fixed3 lightColor = _LightColor0.rgb;
|
|
|
|
float nl = dot (normal, lightDir);
|
|
|
|
// view dependent back contribution for translucency
|
|
fixed backContrib = saturate(dot(viewDir, -lightDir));
|
|
|
|
// normally translucency is more like -nl, but looks better when it's view dependent
|
|
backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency);
|
|
|
|
// wrap-around diffuse
|
|
fixed diffuse = max(0, nl * 0.6 + 0.4);
|
|
|
|
return lightColor.rgb * (diffuse + backContrib * _TranslucencyColor);
|
|
}
|
|
|
|
fixed3 ShadeTranslucentLights (float4 vertex, float3 normal)
|
|
{
|
|
float3 viewDir = normalize(WorldSpaceViewDir(vertex));
|
|
float3 mainLightDir = normalize(WorldSpaceLightDir(vertex));
|
|
float3 frontlight = ShadeSH9 (float4(normal,1.0));
|
|
float3 backlight = ShadeSH9 (float4(-normal,1.0));
|
|
#ifdef VERTEXLIGHT_ON
|
|
float3 worldPos = mul(unity_ObjectToWorld, vertex).xyz;
|
|
frontlight += Shade4PointLights (
|
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
|
unity_4LightAtten0, worldPos, normal);
|
|
backlight += Shade4PointLights (
|
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
|
unity_4LightAtten0, worldPos, -normal);
|
|
#endif
|
|
|
|
// view dependent back contribution for translucency using main light as a cue
|
|
fixed backContrib = saturate(dot(viewDir, -mainLightDir));
|
|
backlight = lerp(backlight, backlight * backContrib, _TranslucencyViewDependency);
|
|
|
|
// as we integrate over whole sphere instead of normal hemi-sphere
|
|
// lighting gets too washed out, so let's half it down
|
|
return 0.5 * (frontlight + backlight * _TranslucencyColor);
|
|
}
|
|
|
|
void TreeVertBark (inout appdata_full v)
|
|
{
|
|
v.vertex.xyz *= _TreeInstanceScale.xyz;
|
|
v.vertex = AnimateVertex(v.vertex, v.normal, float4(v.color.xy, v.texcoord1.xy));
|
|
|
|
v.vertex = Squash(v.vertex);
|
|
|
|
|
|
//Curved World
|
|
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
|
|
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
|
|
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
|
|
#else
|
|
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
|
|
#endif
|
|
#endif
|
|
|
|
|
|
v.color.rgb = _TreeInstanceColor.rgb * _Color.rgb;
|
|
v.normal = normalize(v.normal);
|
|
v.tangent.xyz = normalize(v.tangent.xyz);
|
|
}
|
|
|
|
void TreeVertLeaf (inout appdata_full v)
|
|
{
|
|
ExpandBillboard (UNITY_MATRIX_IT_MV, v.vertex, v.normal, v.tangent);
|
|
v.vertex.xyz *= _TreeInstanceScale.xyz;
|
|
v.vertex = AnimateVertex (v.vertex,v.normal, float4(v.color.xy, v.texcoord1.xy));
|
|
|
|
v.vertex = Squash(v.vertex);
|
|
|
|
|
|
//Curved World
|
|
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
|
|
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
|
|
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(v.vertex, v.normal, v.tangent)
|
|
#else
|
|
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex)
|
|
#endif
|
|
#endif
|
|
|
|
|
|
v.color.rgb = _TreeInstanceColor.rgb * _Color.rgb;
|
|
v.normal = normalize(v.normal);
|
|
v.tangent.xyz = normalize(v.tangent.xyz);
|
|
}
|
|
|
|
float ScreenDitherToAlpha(float x, float y, float c0)
|
|
{
|
|
#if (SHADER_TARGET > 30) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3)
|
|
//dither matrix reference: https://en.wikipedia.org/wiki/Ordered_dithering
|
|
const float dither[64] = {
|
|
0, 32, 8, 40, 2, 34, 10, 42,
|
|
48, 16, 56, 24, 50, 18, 58, 26 ,
|
|
12, 44, 4, 36, 14, 46, 6, 38 ,
|
|
60, 28, 52, 20, 62, 30, 54, 22,
|
|
3, 35, 11, 43, 1, 33, 9, 41,
|
|
51, 19, 59, 27, 49, 17, 57, 25,
|
|
15, 47, 7, 39, 13, 45, 5, 37,
|
|
63, 31, 55, 23, 61, 29, 53, 21 };
|
|
|
|
int xMat = int(x) & 7;
|
|
int yMat = int(y) & 7;
|
|
|
|
float limit = (dither[yMat * 8 + xMat] + 11.0) / 64.0;
|
|
//could also use saturate(step(0.995, c0) + limit*(c0));
|
|
//original step(limit, c0 + 0.01);
|
|
|
|
return lerp(limit*c0, 1.0, c0);
|
|
#else
|
|
return 1.0;
|
|
#endif
|
|
}
|
|
|
|
float ComputeAlphaCoverage(float4 screenPos, float fadeAmount)
|
|
{
|
|
#if (SHADER_TARGET > 30) || defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3)
|
|
float2 pixelPosition = screenPos.xy / (screenPos.w + 0.00001);
|
|
pixelPosition *= _ScreenParams;
|
|
float coverage = ScreenDitherToAlpha(pixelPosition.x, pixelPosition.y, fadeAmount);
|
|
return coverage;
|
|
#else
|
|
return 1.0;
|
|
#endif
|
|
}
|
|
|
|
#endif // UNITY_BUILTIN_3X_TREE_LIBRARY_INCLUDED
|