NewN_UAVPlane/Assets/NatureManufacture Assets/Foliage Shaders/NMWind.cginc

214 lines
5.4 KiB
HLSL

#define FLT_EPSILON 1.192092896e-07
#include "NMWindTouchRect.cginc"
sampler2D WIND_SETTINGS_TexNoise;
sampler2D WIND_SETTINGS_TexGust;
float _InitialBend;
float _Stiffness;
float _Drag;
float _ShiverDrag;
float _ShiverDirectionality;
float _WindNormalInfluence;
float4 _NewNormal;
float4 WIND_SETTINGS_WorldDirectionAndSpeed;
float WIND_SETTINGS_FlexNoiseScale;
float WIND_SETTINGS_ShiverNoiseScale;
float WIND_SETTINGS_Turbulence;
float WIND_SETTINGS_GustSpeed;
float WIND_SETTINGS_GustScale;
float WIND_SETTINGS_GustWorldScale;
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;
float3 ShiverStrength;
float3 ShiverDirection;
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;
}
WindData GetAnalyticalWind(float3 WorldPosition, float3 PivotPosition, float drag, float shiverDrag, float initialBend, float4 time)
{
WindData result;
float3 normalizedDir = normalize(WIND_SETTINGS_WorldDirectionAndSpeed.xyz);
float3 worldOffset = normalizedDir * WIND_SETTINGS_WorldDirectionAndSpeed.w * time.y;
float3 gustWorldOffset = normalizedDir * WIND_SETTINGS_GustSpeed * time.y;
// Trunk noise is base wind + gusts + noise
float3 trunk = float3(0, 0, 0);
if (WIND_SETTINGS_WorldDirectionAndSpeed.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_WorldDirectionAndSpeed.w)
+ (gust * normalizedDir * WIND_SETTINGS_GustSpeed)
+ (trunk * WIND_SETTINGS_Turbulence)
) * drag;
// Shiver Noise
float3 shiverNoise = texNoise((WorldPosition - worldOffset)*WIND_SETTINGS_ShiverNoiseScale, 0) * shiverDrag * WIND_SETTINGS_Turbulence;
float3 dir = trunkNoise;
float flex = length(trunkNoise) + initialBend;
float shiver = length(shiverNoise);
result.Direction = dir;
result.ShiverDirection = shiverNoise;
result.Strength = flex;
result.ShiverStrength = shiver + shiver * gust;
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 shiverDrag,
float shiverDirectionality,
float initialBend,
float shiverMask,
float4 time)
{
WindData wind = GetAnalyticalWind(positionWS, rootWP, drag, shiverDrag, 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);
float3 shiverDirection = normalize(lerp(normalWS, normalize(wind.Direction + wind.ShiverDirection), shiverDirectionality));
positionWS += wind.ShiverStrength * shiverDirection * shiverMask;
}
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, _ShiverDrag, _ShiverDirectionality, _InitialBend, v.color.a, _Time);
v.vertex.xyz = TransformWorldToObject(positionWS).xyz;
if (_NewNormal.x != 0 || _NewNormal.y != 0 || _NewNormal.z != 0)
v.normal *= _NewNormal;
if (_WindNormalInfluence != 0)
v.normal.y += -_WindNormalInfluence + windData.ShiverStrength * (_WindNormalInfluence +_WindNormalInfluence);
v.color.r = windData.ShiverStrength;
if (_TouchReactActive > 0)
v.vertex.xyz += TouchReactAdjustVertex(half4(v.vertex.xyz, 0.0).xyz);
}
void AdditionalWind(inout appdata_full v) {
vert(v);
}