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