OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/SpeedTree/SpeedTreeBillboardCommon.cginc

112 lines
3.8 KiB
HLSL

// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
#ifndef SPEEDTREE_BILLBOARD_COMMON_INCLUDED
#define SPEEDTREE_BILLBOARD_COMMON_INCLUDED
#define SPEEDTREE_ALPHATEST
fixed _Cutoff;
#include "SpeedTreeCommon.cginc"
CBUFFER_START(UnityBillboardPerCamera)
float3 unity_BillboardNormal;
float3 unity_BillboardTangent;
float4 unity_BillboardCameraParams;
#define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
#define unity_BillboardCameraXZAngle (unity_BillboardCameraParams.w)
CBUFFER_END
CBUFFER_START(UnityBillboardPerBatch)
float4 unity_BillboardInfo; // x: num of billboard slices; y: 1.0f / (delta angle between slices)
float4 unity_BillboardSize; // x: width; y: height; z: bottom
float4 unity_BillboardImageTexCoords[16];
CBUFFER_END
struct SpeedTreeBillboardData
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
void SpeedTreeBillboardVert(inout SpeedTreeBillboardData IN, out Input OUT)
{
UNITY_INITIALIZE_OUTPUT(Input, OUT);
// assume no scaling & rotation
float3 worldPos = IN.vertex.xyz + float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
#ifdef BILLBOARD_FACE_CAMERA_POS
float3 eyeVec = normalize(unity_BillboardCameraPosition - worldPos);
float3 billboardTangent = normalize(float3(-eyeVec.z, 0, eyeVec.x)); // cross(eyeVec, {0,1,0})
float3 billboardNormal = float3(billboardTangent.z, 0, -billboardTangent.x); // cross({0,1,0},billboardTangent)
float3 angle = atan2(billboardNormal.z, billboardNormal.x); // signed angle between billboardNormal to {0,0,1}
angle += angle < 0 ? 2 * UNITY_PI : 0;
#else
float3 billboardTangent = unity_BillboardTangent;
float3 billboardNormal = unity_BillboardNormal;
float angle = unity_BillboardCameraXZAngle;
#endif
float widthScale = IN.texcoord1.x;
float heightScale = IN.texcoord1.y;
float rotation = IN.texcoord1.z;
float2 percent = IN.texcoord.xy;
float3 billboardPos = (percent.x - 0.5f) * unity_BillboardSize.x * widthScale * billboardTangent;
billboardPos.y += (percent.y * unity_BillboardSize.y + unity_BillboardSize.z) * heightScale;
#ifdef ENABLE_WIND
float windEnabled = dot(_ST_WindVector.xyz, _ST_WindVector.xyz);
if (_WindQuality * windEnabled)
billboardPos = GlobalWind(billboardPos, worldPos, true, _ST_WindVector.xyz, IN.texcoord1.w);
#endif
IN.vertex.xyz += billboardPos;
IN.vertex.w = 1.0f;
IN.normal = billboardNormal.xyz;
IN.tangent = float4(billboardTangent.xyz,-1);
float slices = unity_BillboardInfo.x;
float invDelta = unity_BillboardInfo.y;
angle += rotation;
float imageIndex = fmod(floor(angle * invDelta + 0.5f), slices);
float4 imageTexCoords = unity_BillboardImageTexCoords[imageIndex];
if (imageTexCoords.w < 0)
{
OUT.mainTexUV = imageTexCoords.xy - imageTexCoords.zw * percent.yx;
}
else
{
OUT.mainTexUV = imageTexCoords.xy + imageTexCoords.zw * percent;
}
OUT.color = _Color;
#ifdef EFFECT_HUE_VARIATION
float hueVariationAmount = frac(worldPos.x + worldPos.y + worldPos.z);
OUT.HueVariationAmount = saturate(hueVariationAmount * _HueVariation.a);
#endif
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(IN.vertex, IN.normal, IN.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(IN.vertex)
#endif
#endif
}
#endif // SPEEDTREE_BILLBOARD_COMMON_INCLUDED