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- #define FLT_EPSILON 1.192092896e-07
- sampler2D WIND_SETTINGS_TexNoise;
- sampler2D WIND_SETTINGS_TexGust;
- float _InitialBend;
- float _Stiffness;
- float _Drag;
- float4 _NewNormal;
- float4 WIND_SETTINGS_WorldDirectionAndSpeed;
- float WIND_SETTINGS_FlexNoiseScale;
- float WIND_SETTINGS_Turbulence;
- float WIND_SETTINGS_GustSpeed;
- float WIND_SETTINGS_GustScale;
- float WIND_SETTINGS_GustWorldScale;
- float4x4 WIND_SETTINGS_Points;
- float4 WIND_SETTINGS_Points_Radius;
- float PositivePow(float base, float power)
- {
- return pow(max(abs(base), float(FLT_EPSILON)), power);
- }
- float AttenuateTrunk(float x, float s)
- {
- float r = (x / s);
- return PositivePow(r, 1 / s);
- }
- float3 Rotate(float3 pivot, float3 position, float3 rotationAxis, float angle)
- {
- rotationAxis = normalize(rotationAxis);
- float3 cpa = pivot + rotationAxis * dot(rotationAxis, position - pivot);
- return cpa + ((position - cpa) * cos(angle) + cross(rotationAxis, (position - cpa)) * sin(angle));
- }
- struct WindData
- {
- float3 Direction;
- float Strength;
- float Gust;
- };
- float3 texNoise(float3 worldPos, float LOD)
- {
- return tex2Dlod(WIND_SETTINGS_TexNoise, float4(worldPos.xz, 0, LOD)).xyz - 0.5;
- }
- float texGust(float3 worldPos, float LOD)
- {
- return tex2Dlod(WIND_SETTINGS_TexGust, float4(worldPos.xz, 0, LOD)).x;
- }
- float4 PointDirection(float4 collumn, float radius)
- {
-
- float3 position = UNITY_MATRIX_M._m03_m13_m23;
-
- float3 direction = position - collumn.rgb;
- float3 norm = normalize(direction);
- float leng = length(direction);
- leng = clamp(leng / radius, 0, 1);
- leng = lerp(collumn.a, 0, leng);
- norm = norm * leng;
-
- return float4(norm.rgb, leng);
- }
- float4 MatrixSplit(float4x4 mat, float column)
- {
- return float4(mat[0][column], mat[1][column], mat[2][column], mat[3][column]);
-
- }
- WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float initialBend, float4 time)
- {
- WindData result;
-
- float4 newDirection = PointDirection(MatrixSplit(WIND_SETTINGS_Points, 0), WIND_SETTINGS_Points_Radius[0]);
- newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 1), WIND_SETTINGS_Points_Radius[1]);
- newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 2), WIND_SETTINGS_Points_Radius[2]);
- newDirection += PointDirection(MatrixSplit(WIND_SETTINGS_Points, 3), WIND_SETTINGS_Points_Radius[3]);
-
-
- float4 WIND_SETTINGS_WorldDirectionAndSpeednew = WIND_SETTINGS_WorldDirectionAndSpeed + newDirection;
-
- float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeednew.xyz);
- float3 worldOffset = float3(1, 0, 0) * WIND_SETTINGS_WorldDirectionAndSpeednew.w * time.y;
-
- float3 gustWorldOffset = float3(1, 0, 0) * WIND_SETTINGS_GustSpeed * time.y;
-
- // Trunk noise is base wind + gusts + noise
- float3 trunk = float3(0, 0, 0);
- if (WIND_SETTINGS_WorldDirectionAndSpeednew.w > 0.0 || WIND_SETTINGS_Turbulence > 0.0)
- {
- trunk = texNoise((PivotPosition - worldOffset) * WIND_SETTINGS_FlexNoiseScale, 3);
- }
- float gust = 0.0;
- if (WIND_SETTINGS_GustSpeed > 0.0)
- {
- gust = texGust((PivotPosition - gustWorldOffset) * WIND_SETTINGS_GustWorldScale, 3);
- gust = pow(gust, 2) * WIND_SETTINGS_GustScale;
- }
- float3 trunkNoise =
- (
- (normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeednew.w)
- + (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
- + (trunk * WIND_SETTINGS_Turbulence)
- ) * drag;
- float3 dir = trunkNoise;
- float flex = length(trunkNoise) + initialBend;
- result.Direction = dir;
- result.Strength = flex;
- result.Gust = (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
- + (trunk * WIND_SETTINGS_Turbulence);
- return result;
- }
- void ApplyWindDisplacement(inout float3 positionWS,
- inout WindData windData,
- float3 normalWS,
- float3 rootWP,
- float stiffness,
- float drag,
- float initialBend,
- float4 time)
- {
- WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, initialBend, time);
- if (wind.Strength > 0.0)
- {
- float att = AttenuateTrunk(distance(positionWS, rootWP), stiffness);
- float3 rotAxis = cross(float3(0, 1, 0), wind.Direction);
- positionWS = Rotate(rootWP, positionWS, rotAxis, (wind.Strength) * 0.001 * att);
- }
- windData = wind;
- }
- float4x4 GetObjectToWorldMatrix()
- {
- return unity_ObjectToWorld;
- }
- float4x4 GetWorldToObjectMatrix()
- {
- return unity_WorldToObject;
- }
- float3 TransformObjectToWorld(float3 positionOS)
- {
- return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz;
- }
- float3 TransformObjectToWorldNormal(float3 normalOS)
- {
- #ifdef UNITY_ASSUME_UNIFORM_SCALING
- return UnityObjectToWorldDir(normalOS);
- #else
- // Normal need to be multiply by inverse transpose
- // mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
- return normalize(mul(normalOS, (float3x3) GetWorldToObjectMatrix()));
- #endif
- }
- float3 TransformWorldToObject(float3 positionWS)
- {
- return mul(GetWorldToObjectMatrix(), float4(positionWS, 1.0)).xyz;
- }
- void vert(inout appdata_full v)
- {
- float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
- float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
- float3 normalWS = TransformObjectToWorldNormal(v.normal);
- WindData windData;
- ApplyWindDisplacement(positionWS, windData, normalWS, rootWP, _Stiffness, _Drag, _InitialBend, _Time);
- v.vertex.xyz = TransformWorldToObject(positionWS).xyz;
- if (_NewNormal.x != 0 && _NewNormal.y != 0 && _NewNormal.z != 0)
- v.normal *= _NewNormal;
- }
- void AdditionalWind(inout appdata_full v)
- {
- vert(v);
- }
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