2020-11-28 16:54:41 +02:00

186 lines
6.3 KiB
GLSL

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "DBV/Kristo/InstancedConsumeGrassShader"
{
Properties {
_MainTex("Main tex", 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]
_Size("Size",float) = 1
_Height("Height",float) = 1
[Space]
_WindTex("Wind tex", 2D) = "grey" {}
_WindAmount("Wind strength", float) = 1
_WindSize("Wind size", float) = 1
_WindSpeed("Wind speed", float) = 1
[Space]
_AlphaCutoff ("Alpha cutoff", Range(0,1)) = 0.05
_DitherTex ("Dither tex.", 2D) = "white" {}
fadeStartDist ("Fade start",float) = 1
fadeEndDist ("Fade end",float) = 1
}
SubShader
{
Tags { "RenderType"="Instanced" }
LOD 200
Cull Off
//ZWrite Off
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert noshadowmask nodynlightmap nodirlightmap nolightmap noshadow
#pragma multi_compile_instancing
#pragma instancing_options procedural:setup
#pragma target 4.5
sampler2D _MainTex, _DitherTex, _WindTex;
fixed4 _DitherTex_TexelSize, _WindTex_TexelSize;
struct Input{
float2 uv_MainTex;
float4 screenPos;
float3 worldPos;
};
struct GrassElement {
float3 position;
float rotation;
float size;
float colorBlend;//0-1
};
struct custom_appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
//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 dat
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
StructuredBuffer<GrassElement> grassBuffer;
StructuredBuffer<uint> inGrassBuffer;//ConsumeStructuredBuffer<uint> inGrassBuffer;
#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, _Size, _Height;
float fadeStartDist, fadeEndDist, _WindAmount, _WindSize, _WindSpeed;
//float3 pos;
float colorBlend;
float rotationInDegrees;
void setup () {
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
uint index = inGrassBuffer[unity_InstanceID];//inGrassBuffer.Consume();//Consume buffer is not working at all for some reason
GrassElement data = grassBuffer[index];//unity_InstanceID
//save data
float3 pos = data.position.xyz;
colorBlend = data.colorBlend;
rotationInDegrees = data.rotation;
//Scale the mesh
float size = _Size * data.size;
unity_ObjectToWorld._11_21_31_41 = float4(size, 0, 0, 0);
unity_ObjectToWorld._12_22_32_42 = float4(0, size*_Height, 0, 0);
unity_ObjectToWorld._13_23_33_43 = float4(0, 0, size, 0);
//position the mesh
unity_ObjectToWorld._14_24_34_44 = float4(pos, 1);
//No idea what this does but it must be important
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 *= -1;
unity_WorldToObject._11_22_33 = 1.0f / unity_WorldToObject._11_22_33;
#else
//pos = float3(0,2,0);
colorBlend = 0.5;
rotationInDegrees = 45;
#endif
}
void vert (inout custom_appdata v) {
//Rotate
v.vertex.xyz = mul(YRotationMatrix(rotationInDegrees),v.vertex);
//Do wind
float vertexHeight = v.vertex.y;
float3 worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
float2 windCoord = (worldPos.xz)*_WindSize + (_Time.yy)*_WindSpeed;
float3 wind = (tex2Dlod(_WindTex,float4(windCoord.xy,0,0)*2 - 1 )).xyz * _WindAmount;//tex2D(_WindTex, windCoord).rgb * vertexHeight;
v.vertex.xyz += float3(wind.x-0.5,0,wind.z) * vertexHeight;
}
void surf (Input IN, inout SurfaceOutput o) {
//Get color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
//Do cutout
clip(c.a - _AlphaCutoff);
//Do dithering
float2 screenPos = IN.screenPos.xy / IN.screenPos.w;
float2 ditherCoord = screenPos * _ScreenParams.xy * _DitherTex_TexelSize.xy;
float ditherAmount = tex2D(_DitherTex, ditherCoord).r;
float distToCamera = distance(IN.worldPos, _WorldSpaceCameraPos);
if(distToCamera > fadeStartDist) {
float ditherRange = 1 - saturate((distToCamera-fadeStartDist)/(fadeEndDist-fadeStartDist));
clip(ditherRange - ditherAmount);
}
//Do blending
fixed4 col = colorBlend * _ColorA + (1-colorBlend) * _ColorB;
// 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"
}