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- #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
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