[A] wind Test shader
This commit is contained in:
42
Assets/Test/Custom_LeafWindShaderWithDisplacement.mat
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42
Assets/Test/Custom_LeafWindShaderWithDisplacement.mat
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136
Assets/Test/Wind-Cloth(Vertex Weight).shader
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136
Assets/Test/Wind-Cloth(Vertex Weight).shader
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// Upgrade NOTE: commented out 'float4 unity_LightmapST', a built-in variable
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// Upgrade NOTE: commented out 'sampler2D unity_Lightmap', a built-in variable
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced tex2D unity_Lightmap with UNITY_SAMPLE_TEX2D
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Shader "Wind/TreeLeaf-Cloth-CutOut(Vertex Weight)" {
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Properties {
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "gray" {}
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_Color ("Main Color", Color) = (1,1,1,1)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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_Wind("Wind params",Vector) = (1,1,1,1)
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_WindAmplitude("Wind Amplitude", float) = 0.5
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_WindSpeed("Wind Speed",float) = 0.5
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}
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SubShader {
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Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "LightMode"="ForwardBase"}
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LOD 400
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "TerrainEngine.cginc"
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sampler2D _MainTex;
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float4 _MainTex_ST;
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#ifndef LIGHTMAP_OFF
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// float4 unity_LightmapST;
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// sampler2D unity_Lightmap;
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#endif
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float _Cutoff = 0.5;
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float4 _Color;
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float _WindAmplitude;
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float _WindSpeed;
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 color : COLOR;
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#ifndef LIGHTMAP_OFF
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float2 lmap : TEXCOORD1;
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#endif
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};
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inline float4 AnimateVertex2(float4 pos, float3 normal, float4 animParams,float4 wind,float2 time)
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{
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// animParams stored in color
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// animParams.x = branch phase
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// animParams.y = edge flutter factor
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// animParams.z = primary factor
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// animParams.w = secondary factor
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float fDetailAmp = 0.1f;
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float fBranchAmp = 0.3f;
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// Phases (object, vertex, branch)
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float fObjPhase = dot(unity_ObjectToWorld[3].xyz, 1);
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float fBranchPhase = fObjPhase + animParams.x;
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float fVtxPhase = dot(pos.xyz, animParams.y + fBranchPhase);
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// x is used for edges; y is used for branches
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float2 vWavesIn = time + float2(fVtxPhase, fBranchPhase );
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// 1.975, 0.793, 0.375, 0.193 are good frequencies
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float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0);
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vWaves = SmoothTriangleWave( vWaves );
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float2 vWavesSum = vWaves.xz + vWaves.yw;
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// Edge (xz) and branch bending (y)
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float3 bend = animParams.y * fDetailAmp * normal.xyz;
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bend.y = animParams.w * fBranchAmp;
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pos.xyz += ((vWavesSum.xyx * bend)*wind.w + (wind.xyz * vWavesSum.y * animParams.w)) * wind.w;
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// Primary bending
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// Displace position
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pos.xyz += animParams.z * wind.xyz;
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return pos;
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}
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v2f vert (appdata_full v)
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{
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v2f o;
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float bendingFact = 1-v.color.b;
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float4 wind;
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wind.xyz = mul((float3x3)unity_WorldToObject,_Wind.xyz);
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wind.w = _Wind.w * bendingFact;
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float4 windParams = float4(0,_WindAmplitude,bendingFact.xx);
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float windTime = _Time.y * float2(_WindSpeed,1);
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float4 VertexInWndPos = AnimateVertex2(v.vertex,v.normal,windParams,wind,windTime);
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o.pos = UnityObjectToClipPos(VertexInWndPos);
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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#ifndef LIGHTMAP_OFF
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o.lmap = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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return o;
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}
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ENDCG
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Pass {
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CGPROGRAM
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#pragma debug
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragmentoption ARB_precision_hint_fastest
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fixed4 frag (v2f i) : COLOR
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{
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fixed4 c = tex2D (_MainTex, i.uv);
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#ifndef LIGHTMAP_OFF
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fixed3 lm = DecodeLightmap (UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lmap));
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c.rgb *= lm;
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#endif
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c *= _Color;
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clip(c.a-_Cutoff);
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return c;
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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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9
Assets/Test/Wind-Cloth(Vertex Weight).shader.meta
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60
Assets/Test/test/Test_wave_anim_WaveAnimTest.mat
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Assets/Test/test/WaveAnimTest.shadergraph
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Assets/Test/test/WindAnim.hlsl
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Assets/Test/test/WindAnim.hlsl
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//UNITY_SHADER_NO_UPGRADE
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#ifndef WIND_ANIM
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#define WIND_ANIM
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// SmoothTriangleWave function
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inline float SmoothTriangleWave(float x)
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{
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// 将输入值限制在 [0, 1] 范围内,使用 frac 函数保证值是周期性的
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x = frac(x);
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// 使用三角函数生成平滑的波形,注意:frac(x) 生成的是 [0, 1] 之间的值
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return 1.0 - abs(2.0 * x - 1.0); // 生成平滑的三角波
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}
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// SmoothTriangleWave function for a 4-component vector
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inline float4 SmoothTriangleWave(float4 x)
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{
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return float4(SmoothTriangleWave(x.x), SmoothTriangleWave(x.y), SmoothTriangleWave(x.z), SmoothTriangleWave(x.w));
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}
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inline void WindVert_float(float4 pos, float3 normal, float3 vertColor, float4 wind, float speed, float amplitude, out float4 aniPos)
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{
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// animParams.x = branch phase
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// animParams.y = edge flutter factor
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// animParams.z = primary factor
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// animParams.w = secondary factor
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float bendingFact = 1 - vertColor.b;
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//wind.xyz = TransformWorldToObject(wind.xyz);
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//wind.z = wind.z * bendingFact;
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float4 animParams = float4(0, amplitude, bendingFact.xx);
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float time = _Time.y * float2(speed, 1);
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float fDetailAmp = 0.1f;
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float fBranchAmp = 0.3f;
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// Phases (object, vertex, branch)
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float fObjPhase = dot(unity_ObjectToWorld[3].xyz, 1);
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float fBranchPhase = fObjPhase + animParams.x;
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float fVtxPhase = dot(pos.xyz, animParams.y + fBranchPhase);
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// x is used for edges; y is used for branches
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float2 vWavesIn = time + float2(fVtxPhase, fBranchPhase );
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// 1.975, 0.793, 0.375, 0.193 are good frequencies
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float4 vWaves = (frac( vWavesIn.xxyy * float4(1.975, 0.793, 0.375, 0.193) ) * 2.0 - 1.0);
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vWaves = SmoothTriangleWave( vWaves );
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float2 vWavesSum = vWaves.xz + vWaves.yw;
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// Edge (xz) and branch bending (y)
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float3 bend = animParams.y * fDetailAmp * normal.xyz;
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bend.y = animParams.w * fBranchAmp;
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pos.xyz += ((vWavesSum.xyx * bend)*wind.w + (wind.xyz * vWavesSum.y * animParams.w)) * wind.w;
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// Primary bending
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// Displace position
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pos.xyz += animParams.z * wind.xyz;
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aniPos = pos;
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}
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#endif
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Reference in New Issue
Block a user