forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			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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