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| Shader "HHF/Example/AnimationTreeFoliage" { Properties { [MainTexture]_MainTex("MainTex", 2D) = "white" {} [Header(Settings)][Space(5)]_MainColor("Main Color", Color) = (1,1,1,0) _AlphaCutoff("Alpha Cutoff", Range( 0 , 1)) = 0.35 [Header(Second Color Settings)][Space(5)][Toggle(_COLOR2ENABLE_ON)] _Color2Enable("Enable", Float) = 0 _SecondColor("Second Color", Color) = (0,0,0,0)
_SecondColorOffset("Offset", Float) = 0 _SecondColorFade("Fade", Range( -1 , 1)) = 0.5
[Header(Wind Settings)][Space(5)][Toggle(_ENABLEWIND_ON)] _EnableWind("Enable", Float) = 1 _WindForce("Force", Range( 0 , 2)) = 0.3 _WindWavesScale("Waves Scale", Range( 0 , 1)) = 0.25 _WindSpeed("Speed", Range( 0 , 2)) = 1 } SubShader { Tags { "Queue"="Geometry" "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } Cull Back Pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _COLOR2ENABLE_ON #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0;
#ifdef UNITY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; float2 uv : TEXCOORD2; float4 positionSS : TEXCOORD3;
#ifdef UNITY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif };
CBUFFER_START(UnityPerMaterial) float _WindSpeed; float _WindWavesScale; float _WindForce; float4 _MainColor; float4 _SecondColor; float _SecondColorOffset; float _SecondColorFade; float _AlphaCutoff; CBUFFER_END TEXTURE2D (_MainTex);SAMPLER(sampler_MainTex);
float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float perlinNoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); }
v2f vert(appdata v) {
v2f o = (v2f)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); #if _ENABLEWIND_ON float3 worldPosOri = mul( unity_ObjectToWorld, v.vertex ); float posOffsetWind = _Time.y * _WindSpeed; float perlin = perlinNoise( (worldPosOri + posOffsetWind) * _WindWavesScale ); v.vertex.xyz += perlin * pow(v.uv.y, 2) * _WindForce ; v.vertex.w = 1; #endif
o.positionWS = TransformObjectToWorld(v.vertex.xyz); o.positionCS = TransformObjectToHClip(v.vertex.xyz); o.positionSS = ComputeScreenPos( o.positionCS); o.normalWS = TransformObjectToWorldNormal(v.normal); o.uv = v.uv; return o; } half4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i); half4 c = 1;
float4 mainTex = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, i.uv ); clip(mainTex.a - _AlphaCutoff );
float4 mainColor = mainTex * _MainColor; float4 combineColor = mainColor ; #if _COLOR2ENABLE_ON float secondColorOffset2 = i.uv.y; float secondColorMask = saturate(( secondColorOffset2 + _SecondColorOffset ) * ( _SecondColorFade * 2 )); float4 secColor = mainTex * _SecondColor; combineColor = lerp(mainColor, secColor, secondColorMask); #endif
Light mainLight = GetMainLight(); half3 N = normalize(i.normalWS); half3 L = normalize(mainLight.direction); half3 diffuse = mainLight.color.rgb * saturate(dot(N, L)); diffuse = diffuse * 0.5 + 0.5 ; float3 indirectLight = diffuse + i.normalWS * 0.0001; float L2ON = dot( L, N ); float3 directLight = saturate(L2ON) * mainLight.color;
c.rgb = (indirectLight + directLight) * combineColor.rgb; return c; } ENDHLSL } } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry" } Cull Back Pass {
CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _COLOR2ENABLE_ON
#include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0;
#ifdef UNITY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; struct v2f { float4 positionCS : SV_POSITION; float3 positionWS : TEXCOORD0; float3 normalWS : TEXCOORD1; float2 uv : TEXCOORD2; float4 positionSS : TEXCOORD3;
#ifdef UNITY_INSTANCING_ENABLED UNITY_VERTEX_INPUT_INSTANCE_ID #endif }; float _WindSpeed; float _WindWavesScale; float _WindForce; sampler2D _MainTex; float4 _MainColor; float4 _SecondColor; float _SecondColorOffset; float _SecondColorFade; float _AlphaCutoff;
float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; } float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; } float perlinNoise( float3 v ) { const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 ); float3 i = floor( v + dot( v, C.yyy ) ); float3 x0 = v - i + dot( i, C.xxx ); float3 g = step( x0.yzx, x0.xyz ); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 i2 = max( g.xyz, l.zxy ); float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; float3 x3 = x0 - 0.5; i = mod3D289( i); float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) ); float4 j = p - 49.0 * floor( p / 49.0 ); float4 x_ = floor( j / 7.0 ); float4 y_ = floor( j - 7.0 * x_ ); float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0; float4 h = 1.0 - abs( x ) - abs( y ); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); float4 s0 = floor( b0 ) * 2.0 + 1.0; float4 s1 = floor( b1 ) * 2.0 + 1.0; float4 sh = -step( h, 0.0 ); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 g0 = float3( a0.xy, h.x ); float3 g1 = float3( a0.zw, h.y ); float3 g2 = float3( a1.xy, h.z ); float3 g3 = float3( a1.zw, h.w ); float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) ); g0 *= norm.x; g1 *= norm.y; g2 *= norm.z; g3 *= norm.w; float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m* m; m = m* m; float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) ); return 42.0 * dot( m, px); }
v2f vert(appdata v) {
v2f o = (v2f)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); #if _ENABLEWIND_ON float3 worldPosOri = mul( unity_ObjectToWorld, v.vertex ); float posOffsetWind = _Time.y * _WindSpeed; float perlin = perlinNoise( (worldPosOri + posOffsetWind) * _WindWavesScale ); v.vertex.xyz += perlin * pow(v.uv.y, 2) * _WindForce ; v.vertex.w = 1; #endif
o.positionWS = mul(UNITY_MATRIX_M, v.vertex); o.positionCS = UnityObjectToClipPos(v.vertex); o.positionSS = ComputeScreenPos(o.positionCS); o.normalWS = UnityObjectToWorldNormal(v.normal); o.uv = v.uv; return o; } half4 frag(v2f i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i); half4 c = 1;
float4 mainTex = tex2D( _MainTex, i.uv ); clip(mainTex.a - _AlphaCutoff );
float4 mainColor = mainTex * _MainColor; float4 combineColor = mainColor ; #if _COLOR2ENABLE_ON float secondColorOffset2 = i.uv.y; float secondColorMask = saturate(( secondColorOffset2 + _SecondColorOffset ) * ( _SecondColorFade * 2 )); float4 secColor = mainTex * _SecondColor; combineColor = lerp(mainColor, secColor, secondColorMask); #endif
half3 N = normalize(i.normalWS); half3 L = normalize(_WorldSpaceLightPos0.xyz); half3 diffuse = _LightColor0.rgb * saturate(dot(N, L)); diffuse = diffuse * 0.5 + 0.5 ; float3 indirectLight = diffuse + i.normalWS * 0.0001; float L2ON = dot( L, N ); float3 directLight = saturate(L2ON) * _LightColor0;
c.rgb = (indirectLight + directLight) * combineColor; return c; }
ENDCG } } }
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