#ifndef LUXLWRP_TREELIBRARY_INCLUDED #define LUXLWRP_TREELIBRARY_INCLUDED float LuxScreenDitherToAlpha(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) / 64.0; return saturate( c0 * (1 + c0) - limit - 0.01h); #else return 1.0; #endif } float LuxComputeAlphaCoverage(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.xy; float coverage = LuxScreenDitherToAlpha(pixelPosition.x, pixelPosition.y, fadeAmount); return coverage; #else return 1.0; #endif } inline float3 Squash(in float3 pos) { float3 planeNormal = UNITY_ACCESS_INSTANCED_PROP(Props, _SquashPlaneNormal).xyz; float3 projectedVertex = pos.xyz - (dot(planeNormal.xyz, pos.xyz) + UNITY_ACCESS_INSTANCED_PROP(Props, _SquashPlaneNormal).w) * planeNormal; pos = float3(lerp(projectedVertex, pos.xyz, UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount))); return pos; } 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 float3 AnimateVertex(float3 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 // Fade in Wind float4 wind = UNITY_ACCESS_INSTANCED_PROP(Props, _Wind) * UNITY_ACCESS_INSTANCED_PROP(Props, _SquashAmount); float origLength = length(pos); float fDetailAmp = 0.1f; float fBranchAmp = 0.3f; // Phases (object, vertex, branch) float fObjPhase = dot(UNITY_MATRIX_M._m03_m13_m23, 1); //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 * abs(normal.xyz); bend.y = animParams.w * fBranchAmp; pos.xyz += ((vWavesSum.xyx * bend) + (wind.xyz * vWavesSum.y * animParams.w)) * wind.w; // Primary bending pos.xyz += animParams.z * wind.xyz; pos = normalize(pos) * origLength; return pos; } // Expand billboard and modify normal + tangent to fit inline void ExpandBillboard (in float4x4 mat, inout float3 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).xyz * isBillboard; normal = lerp(normal, norb, isBillboard); tangent = lerp(tangent, float4(tanb, -1.0f), isBillboard); } void TreeVertBark (inout VertexInput v) { v.positionOS.xyz *= UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceScale.xyz); v.positionOS = AnimateVertex(v.positionOS, v.normalOS, float4(v.color.xy, v.texcoord1.xy)); v.positionOS = Squash(v.positionOS); v.color.rgb = UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceColor.rgb) * _Color.rgb; //v.normalOS = normalize(v.normalOS); //v.tangentOS.xyz = normalize(v.tangentOS.xyz); } void TreeVertLeaf (inout VertexInput v) { ExpandBillboard (UNITY_MATRIX_IT_MV, v.positionOS, v.normalOS, v.tangentOS); v.positionOS.xyz *= UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceScale.xyz); v.positionOS = AnimateVertex (v.positionOS, v.normalOS, float4(v.color.xy, v.texcoord1.xy)); v.positionOS = Squash(v.positionOS); v.color.rgb = UNITY_ACCESS_INSTANCED_PROP(Props, _TreeInstanceColor.rgb) * _Color.rgb; // v.normalOS = normalize(v.normalOS); // v.tangentOS.xyz = normalize(v.tangentOS.xyz); } half 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; half limit = (dither[yMat * 8 + xMat] + 11.0h) / 64.0h; //could also use saturate(step(0.995, c0) + limit*(c0)); //original step(limit, c0 + 0.01); return lerp(limit*c0, 1.0h, c0); #else return 1.0h; #endif } half 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.xy; half coverage = ScreenDitherToAlpha(pixelPosition.x, pixelPosition.y, fadeAmount); return coverage; #else return 1.0; #endif } #endif