Initial Commit

This commit is contained in:
Toomas Tamm
2020-11-28 16:54:41 +02:00
parent 97292ee26e
commit ea967135f2
4217 changed files with 2945663 additions and 0 deletions

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Shader "DBV/Kristo/FastGrass2.0"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
[Space]
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
[Space]
_WindTexture ("Wind texture", 2D) = "white" {}
_WindSpeed ("Wind direction", Vector) = (1,1,1,1)
_HeightStart ("Height start", Float) = 0.05
_WindStrength ("Wind strength", Float) = 1
_WindTimeSpeed ("Wind speed", Float) = 1
}
SubShader
{
Tags { "RenderType"="Transparent" }
LOD 200
Cull Off
ZWrite Off
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert noshadowmask nodynlightmap nodirlightmap nolightmap noshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex,_WindTexture;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _AlphaCutoff, _HeightStart, _WindStrength, _WindTimeSpeed;
float4 _WindSpeed;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void vert (inout appdata_full v) {
// get vertex world position
float4 worldPos = mul(v.vertex, unity_ObjectToWorld);
float2 samplePos = worldPos.xz;
samplePos += _Time.x * _WindSpeed.xz;
float windAmount = tex2Dlod(_WindTexture, float4(samplePos, 0, 0));
float heightAmount = v.vertex.z > _HeightStart;//v.vertex.y - _HeightStart;
v.vertex.y += sin(_WindTimeSpeed*windAmount)*_WindStrength * heightAmount;
v.vertex.x += cos(_WindTimeSpeed*windAmount)*_WindStrength * heightAmount;
}
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
clip(c.a-_AlphaCutoff);
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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// Used Unitys "Standard geometry shader example" as a base to get unitys standard lighting and stuff w/ a custom geometry stage since surface shaders dont allow this
//and when writing from the ground up lighting has to be done by hand
// https://github.com/keijiro/StandardGeometryShader
#include "UnityCG.cginc"
#include "UnityGBuffer.cginc"
#include "UnityStandardUtils.cginc"
// Cube map shadow caster; Used to render point light shadows on platforms
// that lacks depth cube map support.
#if defined(SHADOWS_CUBE) && !defined(SHADOWS_CUBE_IN_DEPTH_TEX)
#define PASS_CUBE_SHADOWCASTER
#endif
// Shader uniforms
half4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
half _Glossiness;
half _Metallic;
sampler2D _BumpMap;
float _BumpScale;
sampler2D _OcclusionMap;
float _OcclusionStrength;
float _LocalTime;
// Vertex input attributes
struct Attributes {
float4 position : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 texcoord : TEXCOORD;
};
// Fragment varyings
struct Varyings {
float4 position : SV_POSITION;
#if defined(PASS_CUBE_SHADOWCASTER)
// Cube map shadow caster pass
float3 shadow : TEXCOORD0;
#elif defined(UNITY_PASS_SHADOWCASTER)
// Default shadow caster pass
#else
// GBuffer construction pass
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float4 tspace0 : TEXCOORD1;
float4 tspace1 : TEXCOORD2;
float4 tspace2 : TEXCOORD3;
half3 ambient : TEXCOORD4;
#endif
};
//
// Vertex stage
//
Attributes Vertex(Attributes input) {
// Only do object space to world space transform.
input.position = mul(unity_ObjectToWorld, input.position);
input.normal = UnityObjectToWorldNormal(input.normal);
input.tangent.xyz = UnityObjectToWorldDir(input.tangent.xyz);
input.texcoord = TRANSFORM_TEX(input.texcoord, _MainTex);
return input;
}
//
// Geometry stage
//
Varyings VertexOutput(float3 wpos, half3 wnrm, half4 wtan, float2 uv) {
Varyings o;
#if defined(PASS_CUBE_SHADOWCASTER)
// Cube map shadow caster pass: Transfer the shadow vector.
o.position = UnityWorldToClipPos(float4(wpos, 1));
o.shadow = wpos - _LightPositionRange.xyz;
#elif defined(UNITY_PASS_SHADOWCASTER)
// Default shadow caster pass: Apply the shadow bias.
float scos = dot(wnrm, normalize(UnityWorldSpaceLightDir(wpos)));
wpos -= wnrm * unity_LightShadowBias.z * sqrt(1 - scos * scos);
o.position = UnityApplyLinearShadowBias(UnityWorldToClipPos(float4(wpos, 1)));
#else
// GBuffer construction pass
half3 bi = cross(wnrm, wtan) * wtan.w * unity_WorldTransformParams.w;
o.position = UnityWorldToClipPos(float4(wpos, 1));
o.normal = wnrm;
o.texcoord = uv;
o.tspace0 = float4(wtan.x, bi.x, wnrm.x, wpos.x);
o.tspace1 = float4(wtan.y, bi.y, wnrm.y, wpos.y);
o.tspace2 = float4(wtan.z, bi.z, wnrm.z, wpos.z);
o.ambient = ShadeSHPerVertex(wnrm, 0);
#endif
return o;
}
float3 ConstructNormal(float3 v1, float3 v2, float3 v3) {
return normalize(cross(v2 - v1, v3 - v1));
}
float rand(float3 co){
return frac(sin(dot(co.xyz, float3(12.9898, 78.233, 53.539))) * 43758.5453);
}
float3x3 AngleAxis3x3(float angle, float3 axis){
float c, s;
sincos(angle, s, c);
float t = 1 - c;
float x = axis.x;
float y = axis.y;
float z = axis.z;
return float3x3(
t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c
);
}
float _BladeHeight, _BladeHeightRandom, _BladeWidth, _BladeWidthRandom, _BendRotationRandom;
int _Test;
[instance(5)]
[maxvertexcount(42)]
void Geometry( triangle Attributes input[3], uint pid : SV_PrimitiveID, inout TriangleStream<Varyings> outStream, uint InstanceID : SV_GSInstanceID) {
//Vertex inputs;
//
//float2 uv0 = input[0].texcoord;
//float2 uv1 = input[1].texcoord;
//float2 uv2 = input[2].texcoord;
float3 pos = input[0].position;
float3 vNormal = input[0].normal;
float4 vTangent = input[0].tangent;
float3 vBinormal = cross (vNormal,vTangent)*vTangent.w;
float height = (rand(pos.zyx) * 2 - 1) * _BladeHeightRandom + _BladeHeight;
float width = (rand(pos.xzy) * 2 - 1) * _BladeWidthRandom + _BladeWidth;
float3x3 tangentToLocal = float3x3(
vTangent.x, vBinormal.x, vNormal.x,
vTangent.y, vBinormal.y, vNormal.y,
vTangent.z, vBinormal.z, vNormal.z
);
//TODO add geometry instancing
//TODO create nodes based on world pos
//TODO find out if need to remember geometry instancing index to create mor tris
//TODO keep track of how many verts used
//Add node
//float3 wn = ConstructNormal(wp3, wp4, wp5);
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3( width, 0, 0 )),half3(0,1,0),float4(1,1,0,0), float2(1.25,0) ));
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(-width, 0, 0 )),half3(0,1,0),float4(1,1,0,0), float2(-0.25,0) ));
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3( 0 , 0, height)),half3(0,1,0),float4(1,1,0,0), float2(0.5,1.5) ));
//outStream.RestartStrip();
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(0, width, 0 )),half3(0,1,0),float4(1,1,0,0), float2(1.25,0) ));
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(0, -width, 0 )),half3(0,1,0),float4(1,1,0,0), float2(-0.25,0) ));
//outStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(0, 0 , height)),half3(0,1,0),float4(1,1,0,0), float2(0.5,1.5) ));
//outStream.RestartStrip();
//Do triangle
float3 wp0 = input[0].position.xyz;
float3 wp1 = input[1].position.xyz;
float3 wp2 = input[2].position.xyz;
//1. Order points
float3 p1 = max(wp0,max(wp1,wp2));
float3 p2;
float3 p3 = min(wp0,min(wp1,wp2));
if (all(p1 >= wp0) && all(p3 <= wp0)) {p2 = wp0;}
else if(all(p1 >= wp1) && all(p3 <= wp1)) {p2 = wp1;}
else if(all(p1 >= wp2) && all(p3 <= wp2)) {p2 = wp2;}
//2. Get directions
float3 vec1 = p3-p1;
float3 vec2 = p2-p1;
float3 vec3 = p3-p2;
float dir1Len = length(vec1);
float dir2Len = length(vec2);
float dir3Len = length(vec3);
float3 dir1 = vec1 / dir1Len;
float3 dir2 = vec2 / dir2Len;
float3 dir3 = vec3 / dir3Len;
//3. Define values
float unit = 0.5;
float3 step1 = dir1 * unit;
float3 step2 = dir2 * unit * abs(vec2.x/vec1.x);
float3 step3 = dir3 * unit;
float3 current1 = p1;
float3 current2 = p1;
//4. loop
int unitsToX = abs(floor(vec1.x/unit));
for (int i = 0; i < unitsToX; ++i) {
current1 += step1;
current2 += step2;
int unitsToZ = abs(floor((current1.z-current2.z)/unit));
//1. create start and ends
float3 current = floor(current1);
for (int j = 0; j < unitsToZ; ++j) {//loop and create nodes
float3x3 facingRotationMatrix = AngleAxis3x3(rand(pos) * UNITY_TWO_PI, float3(0, 0, 1));
float3x3 bendRotationMatrix = AngleAxis3x3(rand(pos.zzx) * _BendRotationRandom * UNITY_PI * 0.5, float3(-1, 0, 0));
float3x3 transformationMatrix = mul(mul(tangentToLocal, facingRotationMatrix),bendRotationMatrix);
float k = i+j+1;
//-Creat node- START
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3( width, 0, 0 )),half3(0,1,0),float4(1,1,0,0), float2(1.25,0) ));
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3(-width, 0, 0 )),half3(0,1,0),float4(1,1,0,0), float2(-0.25,0) ));
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3( 0 , 0, height*k)),half3(0,1,0),float4(1,1,0,0), float2(0.5,1.5) ));
outStream.RestartStrip();
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3(0, width, 0 )),half3(0,1,0),float4(1,1,0,0), float2(1.25,0) ));
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3(0, -width, 0 )),half3(0,1,0),float4(1,1,0,0), float2(-0.25,0) ));
outStream.Append(VertexOutput(current + mul(transformationMatrix, float3(0, 0 , height*k)),half3(0,1,0),float4(1,1,0,0), float2(0.5,1.5) ));
outStream.RestartStrip();
//-Create node- END
current.z += unit;
}
}
// Extrusion amount
//float ext = saturate(0.4 - cos(_LocalTime * UNITY_PI * 2) * 0.41);
//ext *= 1 + 0.3 * sin(pid * 832.37843 + _LocalTime * 88.76);
//
//// Extrusion points
//float3 offs = ConstructNormal(wp0, wp1, wp2) * ext;
//float3 wp3 = wp0 + offs;
//float3 wp4 = wp1 + offs;
//float3 wp5 = wp2 + offs;
//
//// Cap triangle
//float3 wn = ConstructNormal(wp3, wp4, wp5);
//float np = saturate(ext * 10);
//float3 wn0 = lerp(input[0].normal, wn, np);
//float3 wn1 = lerp(input[1].normal, wn, np);
//float3 wn2 = lerp(input[2].normal, wn, np);
//outStream.Append(VertexOutput(wp3, wn0, input[0].tangent, uv0));
//outStream.Append(VertexOutput(wp4, wn1, input[1].tangent, uv1));
//outStream.Append(VertexOutput(wp5, wn2, input[2].tangent, uv2));
//outStream.RestartStrip();
//
//// Side faces
//float4 wt = float4(normalize(wp3 - wp0), 1); // world space tangent
//wn = ConstructNormal(wp3, wp0, wp4);
//outStream.Append(VertexOutput(wp3, wn, wt, uv0));
//outStream.Append(VertexOutput(wp0, wn, wt, uv0));
//outStream.Append(VertexOutput(wp4, wn, wt, uv1));
//outStream.Append(VertexOutput(wp1, wn, wt, uv1));
//outStream.RestartStrip();
//
//wn = ConstructNormal(wp4, wp1, wp5);
//outStream.Append(VertexOutput(wp4, wn, wt, uv1));
//outStream.Append(VertexOutput(wp1, wn, wt, uv1));
//outStream.Append(VertexOutput(wp5, wn, wt, uv2));
//outStream.Append(VertexOutput(wp2, wn, wt, uv2));
//outStream.RestartStrip();
//
//wn = ConstructNormal(wp5, wp2, wp3);
//outStream.Append(VertexOutput(wp5, wn, wt, uv2));
//outStream.Append(VertexOutput(wp2, wn, wt, uv2));
//outStream.Append(VertexOutput(wp3, wn, wt, uv0));
//outStream.Append(VertexOutput(wp0, wn, wt, uv0));
//outStream.RestartStrip();
}
//
// Fragment phase
//
#if defined(PASS_CUBE_SHADOWCASTER)
// Cube map shadow caster pass
half4 Fragment(Varyings input) : SV_Target {
float depth = length(input.shadow) + unity_LightShadowBias.x;
return UnityEncodeCubeShadowDepth(depth * _LightPositionRange.w);
}
#elif defined(UNITY_PASS_SHADOWCASTER)
// Default shadow caster pass
half4 Fragment() : SV_Target { return 0; }
#else
float _AlphaCutoff;
// GBuffer construction pass
void Fragment( Varyings input, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3) {
// Sample textures
float4 sample = tex2D(_MainTex, input.texcoord);
if(sample.a <= _AlphaCutoff) clip(-1);
half3 albedo = sample.rgb * _Color.rgb;
half4 normal = tex2D(_BumpMap, input.texcoord);
normal.xyz = UnpackScaleNormal(normal, _BumpScale);
half occ = tex2D(_OcclusionMap, input.texcoord).g;
occ = LerpOneTo(occ, _OcclusionStrength);
// PBS workflow conversion (metallic -> specular)
half3 c_diff, c_spec;
half refl10;
c_diff = DiffuseAndSpecularFromMetallic(
albedo, _Metallic, // input
c_spec, refl10 // output
);
// Tangent space conversion (tangent space normal -> world space normal)
float3 wn = normalize(float3( dot(input.tspace0.xyz, normal), dot(input.tspace1.xyz, normal), dot(input.tspace2.xyz, normal) ));
// Update the GBuffer.
UnityStandardData data;
data.diffuseColor = c_diff;
data.occlusion = occ;
data.specularColor = c_spec;
data.smoothness = _Glossiness;
data.normalWorld = wn;
UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2);
// Calculate ambient lighting and output to the emission buffer.
float3 wp = float3(input.tspace0.w, input.tspace1.w, input.tspace2.w);
half3 sh = ShadeSHPerPixel(data.normalWorld, input.ambient, wp);
outEmission = half4(sh * c_diff, 1) * occ;
}
#endif

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- _Emission: {r: 0, g: 0, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _HueVariation: {r: 1, g: 0.5, b: 0, a: 0.1}
- _TopCol: {r: 0, g: 0.990566, b: 0.1815736, a: 1}
- _WireframeColor: {r: 0, g: 0, b: 0, a: 1}

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// Standard geometry shader example
// https://github.com/keijiro/StandardGeometryShader
Shader "DBV/Kristo/GrassShader"
{
Properties
{
_Color("Color", Color) = (1, 1, 1, 1)
_MainTex("Albedo", 2D) = "white" {}
[Space]
_Glossiness("Smoothness", Range(0, 1)) = 0.5
[Gamma] _Metallic("Metallic", Range(0, 1)) = 0
[Space]
_BumpMap("Normal Map", 2D) = "bump" {}
_BumpScale("Scale", Float) = 1
[Space]
_OcclusionMap("Occlusion Map", 2D) = "white" {}
_OcclusionStrength("Strength", Range(0, 1)) = 1
[Space]
_LocalTime("Animation Time", Float) = 0.0
[Space]
_BendRotationRandom("Bend Rotation Random", Range(0, 1)) = 0.2
[Space]
_BladeWidth("Blade Width", Float) = 0.05
_BladeWidthRandom("Blade Width Random", Float) = 0.02
_BladeHeight("Blade Height", Float) = 0.5
_BladeHeightRandom("Blade Height Random", Float) = 0.3
[Space]
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
_Test ("_Test", Range(0,10)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
// This shader only implements the deferred rendering pass (GBuffer
// construction) and the shadow caster pass, so that it doesn't
// support forward rendering.
Pass
{
Tags { "LightMode"="Deferred" }
Cull Off
CGPROGRAM
#pragma target 5.0
#pragma vertex Vertex
#pragma geometry Geometry
#pragma fragment Fragment
#pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap
#include "GrassGeometry.cginc"
ENDCG
}
//Pass
//{
// Tags { "LightMode"="ShadowCaster" }
// Cull Off
// CGPROGRAM
// #pragma target 5.0
// #pragma vertex Vertex
// #pragma geometry Geometry
// #pragma fragment Fragment
// #pragma multi_compile_shadowcaster noshadowmask nodynlightmap nodirlightmap nolightmap
// #define UNITY_PASS_SHADOWCASTER
// #include "GrassGeometry.cginc"
// ENDCG
//}
}
}

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Shader "Unlit/GrassShaderLearn"
{
Properties {
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", COlor) = (1,1,1,1)
_BottomCol ("Bottom", COlor) = (1,1,1,1)
_TopCol ("Top", COlor) = (1,1,1,1)
_BendRotationRandom("Bend Rotation Random", Range(0, 1)) = 0.2
_BladeWidth("Blade Width", Float) = 0.05
_BladeWidthRandom("Blade Width Random", Float) = 0.02
_BladeHeight("Blade Height", Float) = 0.5
_BladeHeightRandom("Blade Height Random", Float) = 0.3
_TessellationUniform("Tessellation Uniform", Range(1, 64)) = 1
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geo
//#pragma hull hull
//#pragma domain domain
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
//#include "Shaders/CustomTessellation.cginc"
struct appdata
{
float2 uv : TEXCOORD0;
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
//UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct geometryOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
geometryOutput VertexOutput(float3 pos, float2 uv){
geometryOutput o;
o.pos = UnityObjectToClipPos(pos);
o.uv = uv;
return o;
}
float rand(float3 co){
return frac(sin(dot(co.xyz, float3(12.9898, 78.233, 53.539))) * 43758.5453);
}
float3x3 AngleAxis3x3(float angle, float3 axis){
float c, s;
sincos(angle, s, c);
float t = 1 - c;
float x = axis.x;
float y = axis.y;
float z = axis.z;
return float3x3(
t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c
);
}
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color, _BottomCol, _TopCol;
float _BendRotationRandom;
float _BladeHeight;
float _BladeHeightRandom;
float _BladeWidth;
float _BladeWidthRandom;
v2f vert (appdata v) {
v2f o;
o.vertex = v.vertex;//UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normal = v.normal;
o.tangent = v.tangent;
//UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
[maxvertexcount(3)]
void geo(triangle v2f IN[3] : SV_POSITION, inout TriangleStream<geometryOutput> triStream) {
float3 pos = IN[0].vertex;
float3 vNormal = IN[0].normal;
float4 vTangent = IN[0].tangent;
float3 vBinormal = cross (vNormal,vTangent)*vTangent.w;
float height = (rand(pos.zyx) * 2 - 1) * _BladeHeightRandom + _BladeHeight;
float width = (rand(pos.xzy) * 2 - 1) * _BladeWidthRandom + _BladeWidth;
float3x3 tangentToLocal = float3x3(
vTangent.x, vBinormal.x, vNormal.x,
vTangent.y, vBinormal.y, vNormal.y,
vTangent.z, vBinormal.z, vNormal.z
);
float3x3 facingRotationMatrix = AngleAxis3x3(rand(pos) * UNITY_TWO_PI, float3(0, 0, 1));
float3x3 bendRotationMatrix = AngleAxis3x3(rand(pos.zzx) * _BendRotationRandom * UNITY_PI * 0.5, float3(-1, 0, 0));
float3x3 transformationMatrix = mul(mul(tangentToLocal, facingRotationMatrix),bendRotationMatrix);
triStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(width, 0, 0 )), float2(0 ,0) ));
triStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(-width, 0, 0)), float2(1 ,0) ));
triStream.Append(VertexOutput(pos + mul(transformationMatrix, float3(height, 0, 1 )), float2(0.5,1) ));
}
fixed4 frag (geometryOutput i) : SV_Target {
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
// apply fog
//UNITY_APPLY_FOG(i.fogCoord, col);
return lerp(_BottomCol, _TopCol, i.uv.y) * _Color;
}
ENDCG
}
}
}

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Shader "DBV/Kristo/InstancedGrassShader"
{
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
[Space]
_ColorA("Color A", Color) = (1,1,1,1)
_ColorB("Color B", Color) = (1,1,1,1)
[Space]
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
}
SubShader
{
Tags { "RenderType"="Instanced" }
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf Standard vertex:vert //addshadow
#pragma multi_compile_instancing
#pragma instancing_options procedural:setup
#pragma target 4.5
sampler2D _MainTex;
struct Input{
float2 uv_MainTex;
};
struct GrassElement {
float3 position;
float rotation;
float size;
float colorBlend;//0-1
};
//Note
//StructuredBuffers are good when there are loads of data that needs to be read at different places by different threads
//Constant buffers are good when there isent too much data and threads read the same data
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
StructuredBuffer<GrassElement> grassBuffer;
#endif
//https://forum.unity.com/threads/rotating-mesh-in-vertex-shader.501709/
float3x3 YRotationMatrix(float degrees) {
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
return float3x3(
cosa, 0, -sina,
0, 1, 0,
sina, 0, cosa);
}
//USAGE: pos.xyz = mul(YRotationMatrix(degrees),pos.xyz);
void rotate2D(inout float2 v, float r) {
float s, c;
sincos(r, s, c);
v = float2(v.x * c - v.y * s, v.x * s + v.y * c);
}
half _Glossiness;
half _Metallic;
fixed4 _ColorA, _ColorB;
float _AlphaCutoff;
void setup () {
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
GrassElement data = grassBuffer[unity_InstanceID];
//Scale the mesh
unity_ObjectToWorld._11_21_31_41 = float4(data.size, 0, 0, 0);
unity_ObjectToWorld._12_22_32_42 = float4(0, data.size, 0, 0);
unity_ObjectToWorld._13_23_33_43 = float4(0, 0, data.size, 0);
//position the mesh
unity_ObjectToWorld._14_24_34_44 = float4(data.position.xyz, 1);
//No idea what this does
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 *= -1;
unity_WorldToObject._11_22_33 = 1.0f / unity_WorldToObject._11_22_33;
#endif
}
void vert (inout appdata_full v) {
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
GrassElement data = grassBuffer[unity_InstanceID];
//Rotate
v.vertex.xyz = mul(YRotationMatrix(data.rotation),v.vertex);
#endif
}
void surf (Input IN, inout SurfaceOutputStandard o) {
//Clip the grass
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
clip(c.a - _AlphaCutoff);
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
GrassElement data = grassBuffer[unity_InstanceID];
float blend = data.colorBlend;
fixed4 col = blend * _ColorA + (1-blend) * _ColorB;
#else
fixed4 col = _ColorA;
#endif
// Albedo comes from a texture tinted by color
c = c * col;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}

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Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}

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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Unlit/NormalShader"
{
Properties
{
_Cutoff ("Threshold", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float3 normalWorld : TEXCOORD1;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
float _Cutoff;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.normalWorld = normalize( mul( float4( v.normal, 0.0 ), unity_WorldToObject ).xyz );
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
clip( dot(i.normalWorld, float3(0,1,0)) - _Cutoff );
// apply fog bc why not
UNITY_APPLY_FOG(i.fogCoord, col);
return half4(0,1,0,1);
}
ENDCG
}
}
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Shader "Hidden/OcclusionReplacementShader"
{
SubShader {
Tags {
"RenderType"="Opaque"
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
return half4(0,0,0,1);
}
ENDCG
}
}
SubShader {
Tags {
"RenderType"="CullHighlightOne"
}
ZWrite Off
Cull Off
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _CameraDepthTexture;
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
float2 depth : TEXCOORD2;
float dist : TEXCOORD3;
};
v2f vert (appdata v) {
v2f o;
o.vertex = mul(UNITY_MATRIX_MV, v.vertex);
//o.depth = o.vertex.z;
o.vertex = mul(UNITY_MATRIX_P, o.vertex);
//UNITY_TRANSFER_DEPTH(o.depth);
//o.screenPos = ComputeScreenPos(o.vertex);
o.dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex) );
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
half4 frag (v2f i) : COLOR {
//float depth = saturate(-0.005f * i.depth);//(i.depth) / _ProjectionParams.z;
float depth = i.dist/_ProjectionParams.z;//SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)).r;
//depth = Linear01Depth(depth);
//depth = Linear01Depth(depth)* _ProjectionParams.z;
return half4(1-depth,0,depth,1-depth);
//UNITY_OUTPUT_DEPTH(i.depth);
}
ENDCG
}
}
/*
SubShader {
Tags {
"RenderType"="CullHighlightTwo"
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float depth = tex2D(_CameraDepthTexture,i.uv).r;
depth = Linear01Depth(depth)* _ProjectionParams.z;
return half4(0,1,0,depth);
}
ENDCG
}
}
SubShader {
Tags {
"RenderType"="CullHighlightThree"
}
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _CameraDepthTexture;
sampler2D _MainTex;
float4 _MainTex_ST;
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
float depth = tex2D(_CameraDepthTexture,i.uv).r;
depth = Linear01Depth(depth)* _ProjectionParams.z;
return half4(0,0,1,depth);
}
ENDCG
}
}
*/
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Shader "DBV/Kristo/OcclusionStandardShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags {
"RenderType"="CullHighlightOne"
}
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
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