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- float _TreeScale;
- float _TreeWidth;
- float _TreeHeightLimit;
- float _ShadowOffset;
- #if defined(UNITY_PASS_SHADOWCASTER)
- uniform float4 unity_BillboardCameraParams;
- #define unity_BillboardCameraPosition (unity_BillboardCameraParams.xyz)
- #endif
- float3 unity_BillboardSize;
- #if defined(_EMISSION)
- float4 _TerrainLODWind;
- float _WindStrength;
- #endif
- struct appdata_bb {
- float4 vertex : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- fixed4 color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Input {
- float2 uv_MainTex;
- fixed4 color;
- UNITY_DITHER_CROSSFADE_COORDS
- };
- float 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 AfsSmoothTriangleWave(float4 x) {
- return (SmoothCurve(TriangleWave(x)) - 0.5) * 2.0;
- }
- // Billboard Vertex Function
- void AFSBillboardVert (inout appdata_bb v) {
- float4 position = v.vertex;
- float3 worldPos = v.vertex.xyz + float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
- // float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- // Add some kind of self shadowing when looking against sun
- // might need some more love - and looks weird in forward
- // #if defined(UNITY_PASS_SHADOWCASTER)
- // float offset = saturate(1.0 - saturate( dot(normalize(worldPos - _WorldSpaceCameraPos ), _WorldSpaceLightPos0.xyz) ) * 2.0); // ok
- // position.xz -= _WorldSpaceLightPos0.xz * saturate(offset) * _ShadowOffset;
- // #endif
- // Store Color Variation
- #if !defined(UNITY_PASS_SHADOWCASTER)
- float3 TreeWorldPos = abs(worldPos.xyz * 0.125f);
- v.color.r = saturate((frac(TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) + frac((TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) * 3.3)) * 0.5);
- #endif
- // ////////////////////////////////////
- // Set vertex position
- #if defined(UNITY_PASS_SHADOWCASTER)
- // We have to distinguish between depth and shadows (forward)
- // this is 0.0 while rendering the shadows but something else when unity renders depth
- float testShadowcasterPass = unity_BillboardCameraPosition.x + unity_BillboardCameraPosition.y + unity_BillboardCameraPosition.z;
- #if defined (SHADOWS_CUBE) || defined (SPOT)
- float3 eyeVec = (testShadowcasterPass == 0.0) ? normalize(_WorldSpaceLightPos0.xyz - worldPos) : normalize(_WorldSpaceCameraPos - worldPos);
- #else
- float3 eyeVec = (testShadowcasterPass == 0.0) ? -_WorldSpaceLightPos0.xyz : normalize(_WorldSpaceCameraPos - worldPos);
- #endif
- #else
- float3 eyeVec = normalize(_WorldSpaceCameraPos - worldPos);
- #endif
- float3 billboardTangent = normalize(float3(-eyeVec.z, 0, eyeVec.x));
- float3 billboardNormal = float3(billboardTangent.z, 0, -billboardTangent.x); // cross({0,1,0},billboardTangent)
- float2 percent = v.texcoord.xy;
- float3 billboardPos = (percent.x - 0.5) * unity_BillboardSize.x * v.texcoord1.x * billboardTangent;
- billboardPos.y += (percent.y * unity_BillboardSize.y * 2.0 + unity_BillboardSize.z) * v.texcoord1.y * _TreeHeightLimit;
- position.xyz += billboardPos;
- v.vertex.xyz = position.xyz;
- v.vertex.w = 1.0f;
- // Wind
- #if defined(_EMISSION)
- worldPos.xyz = abs(worldPos.xyz * 0.125f);
- float sinuswave = _SinTime.z;
- float4 vOscillations = AfsSmoothTriangleWave(float4(worldPos.x + sinuswave, worldPos.z + sinuswave * 0.8, 0.0, 0.0));
- float fOsc = vOscillations.x + (vOscillations.y * vOscillations.y);
- fOsc = 0.75 + (fOsc + 3.33) * 0.33;
- //v.vertex.xyz += _TerrainLODWind.xyz * fOsc * pow(percent.y, 1.5); // pow(y,1.5) matches the wind baked to the mesh trees
-
- // Needed since Unity 5.4., needed in Unity 5.5. as well. Not needed since 5.6. anymore
- // Detect single billboards which seem to have a very special unity_ObjectToWorld matrix and get corrupted by wind
- #if (UNITY_VERSION >= 540 && UNITY_VERSION < 560)
- float3 p1 = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;
- float3 p2 = mul(unity_ObjectToWorld, float4(0,0,1,1)).xyz;
- float scale = p2.z - p1.z;
- v.vertex.xyz += _WindStrength * _TerrainLODWind.xyz * fOsc * pow(percent.y, 1.5) / scale; // pow(y,1.5) matches the wind baked to the mesh trees
- #else
- v.vertex.xyz += _WindStrength * _TerrainLODWind.xyz * fOsc * pow(percent.y, 1.5); // pow(y,1.5) matches the wind baked to the mesh trees
- #endif
- #endif
- // ////////////////////////////////////
- // Get billboard texture coords
- float angle = atan2(billboardNormal.z, billboardNormal.x); // signed angle between billboardNormal to {0,0,1}
- angle += angle < 0 ? 2 * UNITY_PI : 0;
- /*
- // SpeedTree Billboards seem to have shrinked uvs, so we expand them // padding seems to be 0.05?
- float minmax = v.texcoord.x * 2 - 1;
- minmax *= 1.0 / 0.85; // (1.0 - 0.06977); // 0.95
- v.texcoord.x = saturate( minmax * 0.5 + 0.5);
- // Adjust texccord to clamped height
- v.texcoord.y *= _TreeHeightLimit;
- */
- // Set Rotation
- angle += v.texcoord1.z;
- // Write final billboard texture coords
- const float invDelta = 1.0 / (45.0 * ((UNITY_PI * 2.0) / 360.0));
- float imageIndex = fmod(floor(angle * invDelta + 0.5f), 8);
- float2 column_row;
- column_row.x = imageIndex * 0.25; // we do not care about the horizontal coord that much as our billboard texture tiles
- //column_row.y = (imageIndex > 3) ? 0 : 0.5;
- column_row.y = saturate(4 - imageIndex) * 0.5;
- v.texcoord.xy = column_row + v.texcoord.xy * float2(0.25, 0.5);
- // ////////////////////////////////////
- // Set Normal and Tangent
- v.normal = billboardNormal.xyz;
- v.tangent = float4(billboardTangent.xyz, -1.0);
- //v.color.b = saturate( 1.0 - dot(eyeVec, billboardNormal.xyz) );
- }
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