Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Tree Creator/Includes/Lux URP Tree Creator Library.hlsl
2024-11-20 15:21:28 +01:00

178 lines
6.2 KiB
HLSL

#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