| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127 |
- 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)
- float3 unity_BillboardSize;
- CBUFFER_END
-
- //float4 _LightDirection;
- float4 _CTI_SRP_Wind;
- float _CTI_SRP_Turbulence;
- #if defined(_PARALLAXMAP)
- float2 _CTI_TransFade;
- #endif
- 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 AfsSmoothTriangleWave(float4 x) {
- return (SmoothCurve(TriangleWave(x)) - 0.5) * 2.0;
- }
- #define UNITY_PI 3.1415927f
- // Billboard Vertex Function
- void CTI_BillboardVert_float (
- float3 positionOS,
- float2 texcoord,
- float3 texcoord1,
- float3 lightDir,
- out float3 o_positionOS,
- out half3 o_normalOS,
- out half3 o_tangentOS,
- out float4 o_UvColorVariationStipple // These contain UVs -> float
- )
- {
- float3 position = positionOS;
- float3 worldPos = positionOS.xyz + UNITY_MATRIX_M._m03_m13_m23;
- o_UvColorVariationStipple = 0;
- // Store Color Variation
- float3 TreeWorldPos = abs(worldPos.xyz * 0.125f);
- o_UvColorVariationStipple.z = saturate((frac(TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) + frac((TreeWorldPos.x + TreeWorldPos.y + TreeWorldPos.z) * 3.3)) * 0.5);
- // #if defined(_PARALLAXMAP)
- // float3 distVec = _WorldSpaceCameraPos - worldPos;
- // float distSq = dot(distVec, distVec);
- // o_UvColorVariationStipple.w = saturate( (_CTI_TransFade.x - distSq) / _CTI_TransFade.y);
- // #endif
- // ////////////////////////////////////
- // Set vertex position
- // #if (SHADERPASS == SHADERPASS_SHADOWCASTER)
- // float3 eyeVec = -lightDir; //normalize(GetCurrentViewPosition() - worldPos);
- // #else
- // float3 eyeVec = normalize(_WorldSpaceCameraPos - worldPos);
- // #endif
- float3 eyeVec = normalize(unity_BillboardCameraPosition - worldPos);
- float3 billboardTangent = normalize(float3(-eyeVec.z, 0, eyeVec.x));
- float3 billboardNormal = float3(billboardTangent.z, 0, -billboardTangent.x); // cross({0,1,0},billboardTangent)
- float2 percent = texcoord.xy;
- float3 billboardPos = (percent.x - 0.5) * unity_BillboardSize.x * texcoord1.x * billboardTangent;
- //billboardPos.y += (percent.y * unity_BillboardSize.y * 2.0 + unity_BillboardSize.z) * v.texcoord1.y;
- // nope: not y * 2 other wise billbords get culled too early: double the height in the bb asset!
- billboardPos.y += (percent.y * unity_BillboardSize.y * _BillboardScale + unity_BillboardSize.z) * texcoord1.y;
- // Wind
- // Make sure we apply it in "object space" (use billboardPos)
- //#if defined(_EMISSION)
- float origLength = length(billboardPos);
- 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;
-
- // saturate added to stop warning on dx11...
- float percentage = pow(saturate(percent.y), 1.5); // pow(y,1.5) matches the wind baked to the mesh trees
- billboardPos.xyz += _CTI_SRP_Wind.w * _CTI_SRP_Wind.xyz * _WindStrength * fOsc * percentage;
- billboardPos = normalize(billboardPos) * origLength;
- //#endif
- // Now bring it to the proper position
- position.xyz += billboardPos;
- o_positionOS.xyz = position.xyz;
- // ////////////////////////////////////
- // 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;
- // Set Rotation
- angle += 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 = saturate(4 - imageIndex) * 0.5;
- o_UvColorVariationStipple.xy = column_row + texcoord.xy * float2(0.25, 0.5);
- // ////////////////////////////////////
- // Set Normal and Tangent
- o_normalOS = billboardNormal.xyz;
- // We have to fix normalTS in pixel shader as up is flipped!?
- o_tangentOS = billboardTangent.xyz;
- }
|