DeltaVR/Assets/Scripts/DeltaHoone/Weather_System/Grass/Old/InstancedNonConsumeGrassShader.shader
2020-11-28 16:54:41 +02:00

125 lines
4.0 KiB
GLSL

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"
}