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new file mode 100644
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index 5adbd9ba66d..3661b0ff5d8 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -95,6 +95,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1224_Lit_Tesselation_Culling.unity
guid: e6dbeb027fe017c41839dd2fcfc728f3
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/1x_Materials/1225_Lit_SpeedTree8SG.unity
+ guid: 693e050797cc4554ea8c9c33d2f879c5
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1301_StackLitSG.unity
guid: eefb6e7ceaa685442bbf61fd2b82f9ae
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diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md
index 0dc7e476a41..c62b46b647d 100644
--- a/com.unity.render-pipelines.core/CHANGELOG.md
+++ b/com.unity.render-pipelines.core/CHANGELOG.md
@@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Support for the XboxSeries platform has been added.
- New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.
- New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size.
+- Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines.
### Fixed
- Fixed the default background color for previews to use the original color.
diff --git a/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs b/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs
new file mode 100644
index 00000000000..016a08e5daf
--- /dev/null
+++ b/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs
@@ -0,0 +1,186 @@
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+namespace UnityEditor.Rendering
+{
+ ///
+ /// Material upgrader and relevant utilities for SpeedTree 8.
+ ///
+ public class SpeedTree8MaterialUpgrader : MaterialUpgrader
+ {
+ private enum WindQuality
+ {
+ None = 0,
+ Fastest,
+ Fast,
+ Better,
+ Best,
+ Palm,
+ Count
+ }
+
+ private static string[] WindQualityString =
+ {
+ "_WINDQUALITY_NONE",
+ "_WINDQUALITY_FASTEST",
+ "_WINDQUALITY_FAST",
+ "_WINDQUALITY_BETTER",
+ "_WINDQUALITY_BEST",
+ "_WINDQUALITY_PALM"
+ };
+
+ ///
+ /// Creates a material upgrader that handles the property renames that HD and Universal have in common when upgrading
+ /// from the built-in SpeedTree 8 shader.
+ ///
+ /// Original SpeedTree8 shader name.
+ /// New SpeedTree 8 shader name.
+ /// A delegate that postprocesses the material for the render pipeline in use.
+ public SpeedTree8MaterialUpgrader(string sourceShaderName, string destShaderName, MaterialFinalizer finalizer = null)
+ {
+ RenameShader(sourceShaderName, destShaderName, finalizer);
+ RenameFloat("_WindQuality", "_WINDQUALITY");
+ RenameFloat("_TwoSided", "_CullMode"); // Currently only used in HD. Update this once URP per-material cullmode is enabled via shadergraph.
+ }
+
+ private static void ImportNewSpeedTree8Material(Material mat, int windQuality, bool isBillboard)
+ {
+ int cullmode = 0;
+ mat.SetFloat("_WINDQUALITY", windQuality);
+ if (isBillboard)
+ {
+ mat.EnableKeyword("EFFECT_BILLBOARD");
+ cullmode = 2;
+ }
+ if (mat.HasProperty("_CullMode"))
+ mat.SetFloat("_CullMode", cullmode);
+ }
+
+ ///
+ /// Postprocesses materials while you are importing a SpeedTree 8 asset. Call from OnPostprocessSpeedTree in a MaterialPostprocessor.
+ ///
+ /// The GameObject Unity creates from this imported SpeedTree.
+ /// The asset importer used to import this SpeedTree asset.
+ /// Render pipeline-specific material finalizer.
+ public static void PostprocessSpeedTree8Materials(GameObject speedtree, SpeedTreeImporter stImporter, MaterialFinalizer finalizer = null)
+ {
+ LODGroup lg = speedtree.GetComponent();
+ LOD[] lods = lg.GetLODs();
+ for (int l = 0; l < lods.Length; l++)
+ {
+ LOD lod = lods[l];
+ bool isBillboard = stImporter.hasBillboard && (l == lods.Length - 1);
+ int wq = Mathf.Min(stImporter.windQualities[l], stImporter.bestWindQuality);
+ foreach (Renderer r in lod.renderers)
+ {
+ // Override default motion vector generation mode pending
+ // proper motion vector integration in SRPs.
+ r.motionVectorGenerationMode = MotionVectorGenerationMode.Camera;
+ foreach (Material m in r.sharedMaterials)
+ {
+ ImportNewSpeedTree8Material(m, wq, isBillboard);
+ if (finalizer != null)
+ finalizer(m);
+ }
+ }
+ }
+ }
+
+ ///
+ /// Preserves wind quality and billboard settings while you are upgrading a SpeedTree 8 material from previous versions of SpeedTree 8.
+ /// To determine which WindQuality to use, Unity checks the keywords first and then the _WindQuality float value.
+ /// See SpeedTree in the Unity Manual for the values associated with different WindQuality settings.
+ /// Should work for upgrading versions within a pipeline and from standard to current pipeline.
+ ///
+ /// SpeedTree 8 material to upgrade.
+ public static void SpeedTree8MaterialFinalizer(Material material)
+ {
+ if (material.HasProperty("_TwoSided") && material.HasProperty("_CullMode"))
+ material.SetFloat("_CullMode", material.GetFloat("_TwoSided"));
+
+ if (material.IsKeywordEnabled("EFFECT_EXTRA_TEX"))
+ material.SetFloat("EFFECT_EXTRA_TEX", 1.0f);
+
+ bool isBillboard = material.IsKeywordEnabled("EFFECT_BILLBOARD");
+ if (material.HasProperty("EFFECT_BILLBOARD"))
+ material.SetFloat("EFFECT_BILLBOARD", isBillboard ? 1.0f : 0.0f);
+
+ UpgradeWindQuality(material);
+ }
+
+ private static void UpgradeWindQuality(Material material, int windQuality = -1)
+ {
+ int wq = GetWindQuality(material, windQuality);
+ SetWindQuality(material, wq);
+ }
+
+ private static int GetWindQuality(Material material, int windQuality = -1)
+ {
+ // Conservative wind quality priority:
+ // input WindQuality > enabled keyword > _WindQuality float value
+ if (!WindIntValid(windQuality))
+ {
+ windQuality = GetWindQualityFromKeywords(material.shaderKeywords);
+ if (!WindIntValid(windQuality))
+ {
+ windQuality = material.HasProperty("_WindQuality") ? (int)material.GetFloat("_WindQuality") : 0;
+
+ if (!WindIntValid(windQuality))
+ windQuality = 0;
+ }
+ }
+ return windQuality;
+ }
+
+ private static void ClearWindKeywords(Material material)
+ {
+ if (material == null)
+ return;
+
+ for (int i = 0; i < (int)WindQuality.Count; i++)
+ {
+ material.DisableKeyword(WindQualityString[i]);
+ }
+ }
+
+ private static void SetWindQuality(Material material, int windQuality)
+ {
+ Debug.Assert(WindIntValid(windQuality), "Attempting to set invalid wind quality on material " + material.name);
+
+ if (material == null)
+ return;
+
+ if (windQuality != GetWindQualityFromKeywords(material.shaderKeywords))
+ {
+ ClearWindKeywords(material);
+ }
+
+ material.EnableKeyword(WindQualityString[windQuality]);
+ material.SetFloat("_WindQuality", windQuality); // A legacy float used in native code to apply wind data
+ if (material.HasProperty("_WINDQUALITY"))
+ material.SetFloat("_WINDQUALITY", windQuality); // The actual name of the keyword enum for the shadergraph
+ }
+
+ private static int GetWindQualityFromKeywords(string[] matKws)
+ {
+ foreach (string kw in matKws)
+ {
+ if (kw.StartsWith("_WINDQUALITY_"))
+ {
+ for (int i = 0; i < (int)WindQuality.Count; i++)
+ {
+ if (kw.EndsWith(WindQualityString[i]))
+ return i;
+ }
+ }
+ }
+ return -1;
+ }
+
+ private static bool WindIntValid(int windInt)
+ {
+ return ((int)WindQuality.None <= windInt) && (windInt < (int)WindQuality.Count);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs.meta b/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs.meta
new file mode 100644
index 00000000000..2e4a879d9be
--- /dev/null
+++ b/com.unity.render-pipelines.core/Editor/SpeedTree8MaterialUpgrader.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d24fb80a63f172749b7076ac6f006fe9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 43cc483ba8c..8a6eeeb2ebf 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -30,6 +30,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- API to allow OnDemand shadows to not render upon placement in the Cached Shadow Atlas.
- Exposed update upon light movement for directional light shadows in UI.
- Added a fallback for the ray traced directional shadow in case of a transmission (case 1307870).
+- Added Speed Tree 8 shader graph as default Speed Tree 8 shader for HDRP.
- Added an info box for micro shadow editor (case 1322830).
- Added support for alpha channel in FXAA (case 1323941).
- Added support for lighting full screen debug mode in automated tests.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
index 764cbd4e37a..ad1b0212b8e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md
@@ -306,7 +306,7 @@ Managing LOD in this way has two consequences:
| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** |
| ------------------------ | ------------------------ | ------------------------------- |
-| **Speed Tree** | Yes | In research |
+| **Speed Tree** | Yes | SpeedTree 8 only. Expect visual changes to normals for correctness in 21.2. |
| **Paint Trees** | Yes | Yes |
| **Detail** | Yes | Not supported |
| **Wind Zone** | Yes | Not supported |
diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs
index 248af7e66fd..a76232682aa 100644
--- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs
@@ -194,6 +194,12 @@ static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAsse
}
}
+ public void OnPostprocessSpeedTree(GameObject speedtree)
+ {
+ SpeedTreeImporter stImporter = assetImporter as SpeedTreeImporter;
+ SpeedTree8MaterialUpgrader.PostprocessSpeedTree8Materials(speedtree, stImporter, HDSpeedTree8MaterialUpgrader.HDSpeedTree8MaterialFinalizer);
+ }
+
// Note: It is not possible to separate migration step by kind of shader
// used. This is due that user can change shader that material reflect.
// And when user do this, the material is not reimported and we have no
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Nature.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Nature.meta
new file mode 100644
index 00000000000..b9de92dfec3
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Nature.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4ce434435b0cdfd4d9a098a15e7441d5
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs
new file mode 100644
index 00000000000..e6e7473a140
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs
@@ -0,0 +1,105 @@
+using UnityEngine;
+using UnityEngine.Rendering.HighDefinition;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ ///
+ /// SpeedTree 8 material upgrader for HDRP.
+ ///
+ class HDSpeedTree8MaterialUpgrader : SpeedTree8MaterialUpgrader
+ {
+ ///
+ /// Creates a SpeedTree 8 material upgrader for HDRP.
+ ///
+ /// Original shader name.
+ /// Upgraded shader name.
+ public HDSpeedTree8MaterialUpgrader(string sourceShaderName, string destShaderName)
+ : base(sourceShaderName, destShaderName, HDSpeedTree8MaterialFinalizer)
+ {
+ }
+
+ public static void HDSpeedTree8MaterialFinalizer(Material mat)
+ {
+ SetHDSpeedTree8Defaults(mat);
+ SpeedTree8MaterialFinalizer(mat);
+ HDShaderUtils.ResetMaterialKeywords(mat);
+ }
+
+ ///
+ /// Determines if a given material is using the default SpeedTree 8 shader for HDRP.
+ ///
+ /// Material to check for an HDRP-compatible SpeedTree 8 shader.
+ ///
+ public static bool IsHDSpeedTree8Material(Material mat)
+ {
+ return (mat.shader.name == "HDRP/Nature/SpeedTree8");
+ }
+
+ ///
+ /// HDRP may reset SpeedTree-specific keywords which should not be modified. This method restores these keywords to their original state.
+ ///
+ /// SpeedTree 8 material.
+ public static void RestoreHDSpeedTree8Keywords(Material mat)
+ {
+ if (mat.name.Contains("Billboard")) // Hacky but it'll hold until newer versions of shadergraph with keyword toggle support
+ {
+ mat.EnableKeyword("EFFECT_BILLBOARD");
+ }
+ }
+
+ private static void SetHDSpeedTree8Defaults(Material mat)
+ {
+ if (mat.IsKeywordEnabled("EFFECT_BILLBOARD"))
+ {
+ mat.SetFloat("_DoubleSidedEnable", 0.0f);
+ }
+ else
+ {
+ mat.SetFloat("_DoubleSidedEnable", 1.0f);
+ }
+ mat.SetFloat("_DoubleSidedNormalMode", (int)DoubleSidedNormalMode.Mirror);
+
+ SetDefaultDiffusionProfile(mat);
+ }
+
+ // Should match HDRenderPipelineEditorResources.defaultDiffusionProfileSettingsList[foliageIdx]
+ private const string kFoliageDiffusionProfilePath = "Runtime/RenderPipelineResources/FoliageDiffusionProfile.asset";
+ // Should match HDRenderPipelineEditorResources.defaultDiffusionProfileSettingsList[foliageIdx].name
+ private const string kDefaultDiffusionProfileName = "Foliage";
+ private static void SetDefaultDiffusionProfile(Material mat)
+ {
+ string guid = "";
+ long localID;
+ uint diffusionProfileHash = 0;
+ foreach (var diffusionProfileAsset in HDRenderPipeline.defaultAsset.diffusionProfileSettingsList)
+ {
+ if (diffusionProfileAsset != null && diffusionProfileAsset.name.Equals(kDefaultDiffusionProfileName))
+ {
+ if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(diffusionProfileAsset, out guid, out localID))
+ {
+ diffusionProfileHash = diffusionProfileAsset.profile.hash;
+ break;
+ }
+ }
+ }
+
+ if (diffusionProfileHash == 0)
+ {
+ // If the user doesn't have a foliage diffusion profile defined, grab the foliage diffusion profile that comes with HD.
+ // This won't work until the user adds it to their default diffusion profiles list,
+ // but there is a nice "fix" button on the material to help with that.
+ DiffusionProfileSettings foliageSettings = AssetDatabase.LoadAssetAtPath(HDUtils.GetHDRenderPipelinePath() + kFoliageDiffusionProfilePath);
+ if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(foliageSettings, out guid, out localID))
+ {
+ diffusionProfileHash = foliageSettings.profile.hash;
+ }
+ }
+
+ if (diffusionProfileHash != 0)
+ {
+ mat.SetVector("Diffusion_Profile_Asset", HDUtils.ConvertGUIDToVector4(guid));
+ mat.SetFloat("Diffusion_Profile", HDShadowUtils.Asfloat(diffusionProfileHash));
+ }
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs.meta
new file mode 100644
index 00000000000..72dbdc548fa
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Nature/HDSpeedTree8MaterialUpgrader.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cd7cac5856fd5984ba3c742403c3ee7a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LightingShaderGraphGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LightingShaderGraphGUI.cs
index 6154887fcd8..23ef2496b6a 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LightingShaderGraphGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LightingShaderGraphGUI.cs
@@ -60,6 +60,9 @@ public static void SetupLightingKeywordsAndPass(Material material)
if (material.HasProperty(kAddPrecomputedVelocity))
CoreUtils.SetKeyword(material, "_ADD_PRECOMPUTED_VELOCITY", material.GetInt(kAddPrecomputedVelocity) != 0);
+
+ if (HDSpeedTree8MaterialUpgrader.IsHDSpeedTree8Material(material))
+ HDSpeedTree8MaterialUpgrader.RestoreHDSpeedTree8Keywords(material);
}
///
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/HDRenderPipelineEditorResources.asset b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/HDRenderPipelineEditorResources.asset
index 300048d89b1..c2ef232f1bb 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/HDRenderPipelineEditorResources.asset
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/HDRenderPipelineEditorResources.asset
@@ -38,6 +38,8 @@ MonoBehaviour:
type: 3}
autodeskInteractiveTransparent: {fileID: 4800000, guid: ee2ce0be66f45d9449d71ba9b49c2acd,
type: 3}
+ defaultSpeedTree8Shader: {fileID: -6465566751694194690, guid: 4819724840ee9444f9da841b477038ce,
+ type: 3}
lookDev:
defaultLookDevVolumeProfile: {fileID: 11400000, guid: 254c4fe87beb7be4fa72e1681edbed02,
type: 2}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs b/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs
index 1211c1a0b6c..94eef1fd9eb 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs
@@ -21,6 +21,8 @@ static List GetHDUpgraders()
upgraders.Add(new StandardsTerrainToHDTerrainLitUpgrader("Nature/Terrain/Standard", "HDRP/TerrainLit"));
+ upgraders.Add(new HDSpeedTree8MaterialUpgrader("Nature/SpeedTree8", "HDRP/Nature/SpeedTree8"));
+
return upgraders;
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Nature.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature.meta
new file mode 100644
index 00000000000..f0985bbcd76
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 87aabf40ab61f0d4fb559ec5c5bbb7dc
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph
new file mode 100644
index 00000000000..3554eae8b1d
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph
@@ -0,0 +1,7445 @@
+{
+ "m_SGVersion": 2,
+ "m_Type": "UnityEditor.ShaderGraph.GraphData",
+ "m_ObjectId": "3c09fa9904dc471990877c1a29b10c64",
+ "m_Properties": [
+ {
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+ },
+ {
+ "m_Id": "6809357b99561087a7844f70ebea1ec7"
+ }
+ ],
+ "m_Keywords": [
+ {
+ "m_Id": "98fdd312f6fe40fc94074970d1fbddf3"
+ },
+ {
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+ }
+ ],
+ "m_Nodes": [
+ {
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+ },
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diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph.meta
new file mode 100644
index 00000000000..1ed73c26fe4
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Nature/SpeedTree8.shadergraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 4819724840ee9444f9da841b477038ce
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
index d7129b99584..9ceaa83f0e5 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs
@@ -346,6 +346,9 @@ public override Shader terrainDetailGrassShader
public override Shader terrainDetailGrassBillboardShader
=> renderPipelineEditorResources?.shaders.terrainDetailGrassBillboardShader;
+ public override Shader defaultSpeedTree8Shader
+ => renderPipelineEditorResources?.shaderGraphs.defaultSpeedTree8Shader;
+
// Note: This function is HD specific
/// HDRP default Decal material.
public Material GetDefaultDecalMaterial()
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs
index 3c6bc1f3a79..c139735a633 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineEditorResources.cs
@@ -57,6 +57,8 @@ public sealed class ShaderGraphResources
public Shader autodeskInteractiveMasked;
[Reload("Runtime/RenderPipelineResources/ShaderGraph/AutodeskInteractiveTransparent.shadergraph")]
public Shader autodeskInteractiveTransparent;
+ [Reload("Runtime/Material/Nature/SpeedTree8.shadergraph")]
+ public Shader defaultSpeedTree8Shader;
}
[Serializable, ReloadGroup]
diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md
index e3ababc4155..4ca62d312a2 100644
--- a/com.unity.render-pipelines.universal/CHANGELOG.md
+++ b/com.unity.render-pipelines.universal/CHANGELOG.md
@@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added screen space shadow as renderer feature
- Added [DisallowMultipleRendererFeature] attribute for Renderer Features.
- Added support for the PlayStation 5 platform.
+- Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.
### Changed
- Optimized 2D Renderer performance on mobile GPUs by reducing the number of render target switches.
diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
index 1a2765879de..8cad799c702 100644
--- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
@@ -66,7 +66,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
#pragma shader_feature_local EFFECT_BILLBOARD
#pragma shader_feature_local EFFECT_HUE_VARIATION
- //#pragma shader_feature_local EFFECT_SUBSURFACE // GI dependent.
+ #pragma shader_feature_local EFFECT_SUBSURFACE
#pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local EFFECT_EXTRA_TEX
@@ -131,7 +131,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
#pragma shader_feature_local EFFECT_BILLBOARD
#pragma shader_feature_local EFFECT_HUE_VARIATION
- //#pragma shader_feature_local EFFECT_SUBSURFACE // GI dependent.
+ #pragma shader_feature_local EFFECT_SUBSURFACE
#pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local EFFECT_EXTRA_TEX
diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
index 9acc7338aca..a0712cdd759 100644
--- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
@@ -414,13 +414,23 @@ half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
occlusion = input.interpolated.color.r;
#endif
+ InputData inputData;
+ InitializeInputData(input, normalTs, inputData);
+
// subsurface (hijack emissive)
#ifdef EFFECT_SUBSURFACE
- emission = tex2D(_SubsurfaceTex, uv).rgb * _SubsurfaceColor.rgb;
+ Light mainLight = GetMainLight();
+ half fSubsurfaceRough = 0.7 - smoothness * 0.5;
+ half fSubsurface = D_GGX(clamp(-dot(mainLight.direction.xyz, inputData.viewDirectionWS.xyz), 0, 1), fSubsurfaceRough);
+
+ float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
+ half realtimeShadow = MainLightRealtimeShadow(shadowCoord);
+ float3 tintedSubsurface = tex2D(_SubsurfaceTex, uv).rgb * _SubsurfaceColor.rgb;
+ float3 directSubsurface = tintedSubsurface.rgb * mainLight.color.rgb * fSubsurface * realtimeShadow;
+ float3 indirectSubsurface = tintedSubsurface.rgb * inputData.bakedGI.rgb * _SubsurfaceIndirect;
+ emission = directSubsurface + indirectSubsurface;
#endif
- InputData inputData;
- InitializeInputData(input, normalTs, inputData);
#ifdef GBUFFER
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph
new file mode 100644
index 00000000000..b5bd06818d0
--- /dev/null
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph
@@ -0,0 +1,10191 @@
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diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph.meta b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph.meta
new file mode 100644
index 00000000000..78a22418cfc
--- /dev/null
+++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8_PBRLit.shadergraph.meta
@@ -0,0 +1,10 @@
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+guid: 9920c1f1781549a46ba081a2a15a16ec
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diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md
index 9f168c6960d..497730cd1aa 100644
--- a/com.unity.shadergraph/CHANGELOG.md
+++ b/com.unity.shadergraph/CHANGELOG.md
@@ -7,6 +7,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
## [11.0.0] - 2020-10-21
### Added
+- Added subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard.
+- Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph
### Changed
diff --git a/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl b/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl
new file mode 100644
index 00000000000..a41e6e2cef1
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl
@@ -0,0 +1,49 @@
+// Shadergraph-friendly implementation of LODDitheringTransition.
+// The function as defined in Common.hlsl terminates on clip(f).
+// However, since it does not return or output anything, shadergraph
+// doesn't recognize it as code that gets used. This file can be removed
+// and replaced with a string custom function if Shader Graph ever adds
+// support for flagging custom function nodes as used, even if not
+// connected to anything.
+#ifndef SHADERGRAPH_CROSSFADE_INCLUDED
+#define SHADERGRAPH_CROSSFADE_INCLUDED
+#ifndef UNITY_MATERIAL_INCLUDED
+uint2 ComputeFadeMaskSeed(float3 V, uint2 positionSS)
+{
+ uint2 fadeMaskSeed;
+
+ // Is this a reasonable quality gate?
+#if defined(SHADER_QUALITY_HIGH)
+ if (IsPerspectiveProjection())
+ {
+ // Start with the world-space direction V. It is independent from the orientation of the camera,
+ // and only depends on the position of the camera and the position of the fragment.
+ // Now, project and transform it into [-1, 1].
+ float2 pv = PackNormalOctQuadEncode(V);
+ // Rescale it to account for the resolution of the screen.
+ pv *= _ScreenParams.xy;
+ // The camera only sees a small portion of the sphere, limited by hFoV and vFoV.
+ // Therefore, we must rescale again (before quantization), roughly, by 1/tan(FoV/2).
+ pv *= UNITY_MATRIX_P._m00_m11;
+ // Truncate and quantize.
+ fadeMaskSeed = asuint((int2)pv);
+ }
+ else
+#endif
+ {
+ // Can't use the view direction, it is the same across the entire screen.
+ fadeMaskSeed = positionSS;
+ }
+
+ return fadeMaskSeed;
+}
+#endif
+void LODDitheringTransitionSG_float(float3 viewDirWS, float4 screenPos, out float multiplyAlpha)
+{
+#if !defined (SHADER_API_GLES) && !defined(SHADER_STAGE_RAY_TRACING)
+ float p = GenerateHashedRandomFloat(ComputeFadeMaskSeed(viewDirWS, screenPos.xy));
+ float f = unity_LODFade.x - CopySign(p, unity_LODFade.x);
+ multiplyAlpha = f < 0 ? 0.0f : 1.0f;
+#endif
+}
+#endif
diff --git a/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl.meta b/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl.meta
new file mode 100644
index 00000000000..fe8a61e0cdd
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diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature.meta b/com.unity.shadergraph/ShaderGraphLibrary/Nature.meta
new file mode 100644
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diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Billboard.shadersubgraph b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Billboard.shadersubgraph
new file mode 100644
index 00000000000..29b3bdddd5f
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Billboard.shadersubgraph
@@ -0,0 +1,6720 @@
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diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8ColorAlpha.shadersubgraph.meta b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8ColorAlpha.shadersubgraph.meta
new file mode 100644
index 00000000000..a2e334502d1
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8ColorAlpha.shadersubgraph.meta
@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 12caf2d2a8d7bc642a87ae2abc98b458
+ScriptedImporter:
+ internalIDToNameTable: []
+ externalObjects: {}
+ serializedVersion: 2
+ userData:
+ assetBundleName:
+ assetBundleVariant:
+ script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl
new file mode 100644
index 00000000000..65b2a37cc17
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl
@@ -0,0 +1,808 @@
+// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
+
+#ifndef SPEEDTREE_WIND_INCLUDED
+#define SPEEDTREE_WIND_INCLUDED
+
+///////////////////////////////////////////////////////////////////////
+// Wind Info
+
+CBUFFER_START(SpeedTreeWind)
+float4 _ST_WindVector;
+float4 _ST_WindGlobal;
+float4 _ST_WindBranch;
+float4 _ST_WindBranchTwitch;
+float4 _ST_WindBranchWhip;
+float4 _ST_WindBranchAnchor;
+float4 _ST_WindBranchAdherences;
+float4 _ST_WindTurbulences;
+float4 _ST_WindLeaf1Ripple;
+float4 _ST_WindLeaf1Tumble;
+float4 _ST_WindLeaf1Twitch;
+float4 _ST_WindLeaf2Ripple;
+float4 _ST_WindLeaf2Tumble;
+float4 _ST_WindLeaf2Twitch;
+float4 _ST_WindFrondRipple;
+float4 _ST_WindAnimation;
+CBUFFER_END
+
+#define ST_WIND_QUALITY_NONE 0
+#define ST_WIND_QUALITY_FASTEST 1
+#define ST_WIND_QUALITY_FAST 2
+#define ST_WIND_QUALITY_BETTER 3
+#define ST_WIND_QUALITY_BEST 4
+#define ST_WIND_QUALITY_PALM 5
+
+#define ST_GEOM_TYPE_BRANCH 0
+#define ST_GEOM_TYPE_FROND 1
+#define ST_GEOM_TYPE_LEAF 2
+#define ST_GEOM_TYPE_FACINGLEAF 3
+
+
+///////////////////////////////////////////////////////////////////////
+// UnpackNormalFromFloat
+
+float3 UnpackNormalFromFloat(float fValue)
+{
+ float3 vDecodeKey = float3(16.0, 1.0, 0.0625);
+
+ // decode into [0,1] range
+ float3 vDecodedValue = frac(fValue / vDecodeKey);
+
+ // move back into [-1,1] range & normalize
+ return (vDecodedValue * 2.0 - 1.0);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// CubicSmooth
+
+float4 CubicSmooth(float4 vData)
+{
+ return vData * vData * (3.0 - 2.0 * vData);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// TriangleWave
+
+float4 TriangleWave(float4 vData)
+{
+ return abs((frac(vData + 0.5) * 2.0) - 1.0);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// TrigApproximate
+
+float4 TrigApproximate(float4 vData)
+{
+ return (CubicSmooth(TriangleWave(vData)) - 0.5) * 2.0;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// RotationMatrix
+//
+// Constructs an arbitrary axis rotation matrix
+
+float3x3 RotationMatrix(float3 vAxis, float fAngle)
+{
+ // compute sin/cos of fAngle
+ float2 vSinCos;
+#ifdef OPENGL
+ vSinCos.x = sin(fAngle);
+ vSinCos.y = cos(fAngle);
+#else
+ sincos(fAngle, vSinCos.x, vSinCos.y);
+#endif
+
+ const float c = vSinCos.y;
+ const float s = vSinCos.x;
+ const float t = 1.0 - c;
+ const float x = vAxis.x;
+ const float y = vAxis.y;
+ const float z = vAxis.z;
+
+ return float3x3(t * x * x + c, t * x * y - s * z, t * x * z + s * y,
+ t * x * y + s * z, t * y * y + c, t * y * z - s * x,
+ t * x * z - s * y, t * y * z + s * x, t * z * z + c);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// mul_float3x3_float3x3
+
+float3x3 mul_float3x3_float3x3(float3x3 mMatrixA, float3x3 mMatrixB)
+{
+ return mul(mMatrixA, mMatrixB);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// mul_float3x3_float3
+
+float3 mul_float3x3_float3(float3x3 mMatrix, float3 vVector)
+{
+ return mul(mMatrix, vVector);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// cross()'s parameters are backwards in GLSL
+
+#define wind_cross(a, b) cross((a), (b))
+
+
+///////////////////////////////////////////////////////////////////////
+// Roll
+
+float Roll(float fCurrent,
+ float fMaxScale,
+ float fMinScale,
+ float fSpeed,
+ float fRipple,
+ float3 vPos,
+ float fTime,
+ float3 vRotatedWindVector)
+{
+ float fWindAngle = dot(vPos, -vRotatedWindVector) * fRipple;
+ float fAdjust = TrigApproximate(float4(fWindAngle + fTime * fSpeed, 0.0, 0.0, 0.0)).x;
+ fAdjust = (fAdjust + 1.0) * 0.5;
+
+ return lerp(fCurrent * fMinScale, fCurrent * fMaxScale, fAdjust);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// Twitch
+
+float Twitch(float3 vPos, float fAmount, float fSharpness, float fTime)
+{
+ const float c_fTwitchFudge = 0.87;
+ float4 vOscillations = TrigApproximate(float4(fTime + (vPos.x + vPos.z), c_fTwitchFudge * fTime + vPos.y, 0.0, 0.0));
+
+ //float fTwitch = sin(fFreq1 * fTime + (vPos.x + vPos.z)) * cos(fFreq2 * fTime + vPos.y);
+ float fTwitch = vOscillations.x * vOscillations.y * vOscillations.y;
+ fTwitch = (fTwitch + 1.0) * 0.5;
+
+ return fAmount * pow(saturate(fTwitch), fSharpness);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// Oscillate
+//
+// This function computes an oscillation value and whip value if necessary.
+// Whip and oscillation are combined like this to minimize calls to
+// TrigApproximate( ) when possible.
+
+float Oscillate(float3 vPos,
+ float fTime,
+ float fOffset,
+ float fWeight,
+ float fWhip,
+ bool bWhip,
+ bool bRoll,
+ bool bComplex,
+ float fTwitch,
+ float fTwitchFreqScale,
+ inout float4 vOscillations,
+ float3 vRotatedWindVector)
+{
+ float fOscillation = 1.0;
+ if (bComplex)
+ {
+ if (bWhip)
+ vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * fTwitchFreqScale + fOffset, fTwitchFreqScale * 0.5 * (fTime + fOffset), fTime + fOffset + (1.0 - fWeight)));
+ else
+ vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * fTwitchFreqScale + fOffset, fTwitchFreqScale * 0.5 * (fTime + fOffset), 0.0));
+
+ float fFineDetail = vOscillations.x;
+ float fBroadDetail = vOscillations.y * vOscillations.z;
+
+ float fTarget = 1.0;
+ float fAmount = fBroadDetail;
+ if (fBroadDetail < 0.0)
+ {
+ fTarget = -fTarget;
+ fAmount = -fAmount;
+ }
+
+ fBroadDetail = lerp(fBroadDetail, fTarget, fAmount);
+ fBroadDetail = lerp(fBroadDetail, fTarget, fAmount);
+
+ fOscillation = fBroadDetail * fTwitch * (1.0 - _ST_WindVector.w) + fFineDetail * (1.0 - fTwitch);
+
+ if (bWhip)
+ fOscillation *= 1.0 + (vOscillations.w * fWhip);
+ }
+ else
+ {
+ if (bWhip)
+ vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.689 + fOffset, 0.0, fTime + fOffset + (1.0 - fWeight)));
+ else
+ vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.689 + fOffset, 0.0, 0.0));
+
+ fOscillation = vOscillations.x + vOscillations.y * vOscillations.x;
+
+ if (bWhip)
+ fOscillation *= 1.0 + (vOscillations.w * fWhip);
+ }
+
+ //if (bRoll)
+ //{
+ // fOscillation = Roll(fOscillation, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector);
+ //}
+
+ return fOscillation;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// Turbulence
+
+float Turbulence(float fTime, float fOffset, float fGlobalTime, float fTurbulence)
+{
+ const float c_fTurbulenceFactor = 0.1;
+
+ float4 vOscillations = TrigApproximate(float4(fTime * c_fTurbulenceFactor + fOffset, fGlobalTime * fTurbulence * c_fTurbulenceFactor + fOffset, 0.0, 0.0));
+
+ return 1.0 - (vOscillations.x * vOscillations.y * vOscillations.x * vOscillations.y * fTurbulence);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// GlobalWind
+//
+// This function positions any tree geometry based on their untransformed
+// position and 4 wind floats.
+
+float3 GlobalWind(float3 vPos, float3 vInstancePos, bool bPreserveShape, float3 vRotatedWindVector, float time)
+{
+ // WIND_LOD_GLOBAL may be on, but if the global wind effect (WIND_EFFECT_GLOBAL_ST_Wind)
+ // was disabled for the tree in the Modeler, we should skip it
+
+ float fLength = 1.0;
+ if (bPreserveShape)
+ fLength = length(vPos.xyz);
+
+ // compute how much the height contributes
+#ifdef SPEEDTREE_Z_UP
+ float fAdjust = max(vPos.z - (1.0 / _ST_WindGlobal.z) * 0.25, 0.0) * _ST_WindGlobal.z;
+#else
+ float fAdjust = max(vPos.y - (1.0 / _ST_WindGlobal.z) * 0.25, 0.0) * _ST_WindGlobal.z;
+#endif
+ if (fAdjust != 0.0)
+ fAdjust = pow(abs(fAdjust), _ST_WindGlobal.w);
+
+ // primary oscillation
+ float4 vOscillations = TrigApproximate(float4(vInstancePos.x + time, vInstancePos.y + time * 0.8, 0.0, 0.0));
+ float fOsc = vOscillations.x + (vOscillations.y * vOscillations.y);
+ float fMoveAmount = _ST_WindGlobal.y * fOsc;
+
+ // move a minimum amount based on direction adherence
+ fMoveAmount += _ST_WindBranchAdherences.x / _ST_WindGlobal.z;
+
+ // adjust based on how high up the tree this vertex is
+ fMoveAmount *= fAdjust;
+
+ // xy component
+#ifdef SPEEDTREE_Z_UP
+ vPos.xy += vRotatedWindVector.xy * fMoveAmount;
+#else
+ vPos.xz += vRotatedWindVector.xz * fMoveAmount;
+#endif
+
+ if (bPreserveShape)
+ vPos.xyz = normalize(vPos.xyz) * fLength;
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// SimpleBranchWind
+
+float3 SimpleBranchWind(float3 vPos,
+ float3 vInstancePos,
+ float fWeight,
+ float fOffset,
+ float fTime,
+ float fDistance,
+ float fTwitch,
+ float fTwitchScale,
+ float fWhip,
+ bool bWhip,
+ bool bRoll,
+ bool bComplex,
+ float3 vRotatedWindVector)
+{
+ // turn the offset back into a nearly normalized vector
+ float3 vWindVector = UnpackNormalFromFloat(fOffset);
+ vWindVector = vWindVector * fWeight;
+
+ // try to fudge time a bit so that instances aren't in sync
+ fTime += vInstancePos.x + vInstancePos.y;
+
+ // oscillate
+ float4 vOscillations;
+ float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, bRoll, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector);
+
+ vPos.xyz += vWindVector * fOsc * fDistance;
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// DirectionalBranchWind
+
+float3 DirectionalBranchWind(float3 vPos,
+ float3 vInstancePos,
+ float fWeight,
+ float fOffset,
+ float fTime,
+ float fDistance,
+ float fTurbulence,
+ float fAdherence,
+ float fTwitch,
+ float fTwitchScale,
+ float fWhip,
+ bool bWhip,
+ bool bRoll,
+ bool bComplex,
+ bool bTurbulence,
+ float3 vRotatedWindVector)
+{
+ // turn the offset back into a nearly normalized vector
+ float3 vWindVector = UnpackNormalFromFloat(fOffset);
+ vWindVector = vWindVector * fWeight;
+
+ // try to fudge time a bit so that instances aren't in sync
+ fTime += vInstancePos.x + vInstancePos.y;
+
+ // oscillate
+ float4 vOscillations;
+ float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, false, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector);
+
+ vPos.xyz += vWindVector * fOsc * fDistance;
+
+ // add in the direction, accounting for turbulence
+ float fAdherenceScale = 1.0;
+ if (bTurbulence)
+ fAdherenceScale = Turbulence(fTime, fOffset, _ST_WindAnimation.x, fTurbulence);
+
+ if (bWhip)
+ fAdherenceScale += vOscillations.w * _ST_WindVector.w * fWhip;
+
+ //if (bRoll)
+ // fAdherenceScale = Roll(fAdherenceScale, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector);
+
+ vPos.xyz += vRotatedWindVector * fAdherence * fAdherenceScale * fWeight;
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// DirectionalBranchWindFrondStyle
+
+float3 DirectionalBranchWindFrondStyle(float3 vPos,
+ float3 vInstancePos,
+ float fWeight,
+ float fOffset,
+ float fTime,
+ float fDistance,
+ float fTurbulence,
+ float fAdherence,
+ float fTwitch,
+ float fTwitchScale,
+ float fWhip,
+ bool bWhip,
+ bool bRoll,
+ bool bComplex,
+ bool bTurbulence,
+ float3 vRotatedWindVector,
+ float3 vRotatedBranchAnchor)
+{
+ // turn the offset back into a nearly normalized vector
+ float3 vWindVector = UnpackNormalFromFloat(fOffset);
+ vWindVector = vWindVector * fWeight;
+
+ // try to fudge time a bit so that instances aren't in sync
+ fTime += vInstancePos.x + vInstancePos.y;
+
+ // oscillate
+ float4 vOscillations;
+ float fOsc = Oscillate(vPos, fTime, fOffset, fWeight, fWhip, bWhip, false, bComplex, fTwitch, fTwitchScale, vOscillations, vRotatedWindVector);
+
+ vPos.xyz += vWindVector * fOsc * fDistance;
+
+ // add in the direction, accounting for turbulence
+ float fAdherenceScale = 1.0;
+ if (bTurbulence)
+ fAdherenceScale = Turbulence(fTime, fOffset, _ST_WindAnimation.x, fTurbulence);
+
+ //if (bRoll)
+ // fAdherenceScale = Roll(fAdherenceScale, _ST_WindRollingBranches.x, _ST_WindRollingBranches.y, _ST_WindRollingBranches.z, _ST_WindRollingBranches.w, vPos.xyz, fTime + fOffset, vRotatedWindVector);
+
+ if (bWhip)
+ fAdherenceScale += vOscillations.w * _ST_WindVector.w * fWhip;
+
+ float3 vWindAdherenceVector = vRotatedBranchAnchor - vPos.xyz;
+ vPos.xyz += vWindAdherenceVector * fAdherence * fAdherenceScale * fWeight;
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// BranchWind
+
+// Apply only to better, best, palm winds
+float3 BranchWind(bool isPalmWind, float3 vPos, float3 vInstancePos, float4 vWindData, float3 vRotatedWindVector, float3 vRotatedBranchAnchor)
+{
+ if (isPalmWind)
+ {
+ vPos = DirectionalBranchWindFrondStyle(vPos, vInstancePos, vWindData.x, vWindData.y, _ST_WindBranch.x, _ST_WindBranch.y, _ST_WindTurbulences.x, _ST_WindBranchAdherences.y, _ST_WindBranchTwitch.x, _ST_WindBranchTwitch.y, _ST_WindBranchWhip.x, true, false, true, true, vRotatedWindVector, vRotatedBranchAnchor);
+ }
+ else
+ {
+ vPos = SimpleBranchWind(vPos, vInstancePos, vWindData.x, vWindData.y, _ST_WindBranch.x, _ST_WindBranch.y, _ST_WindBranchTwitch.x, _ST_WindBranchTwitch.y, _ST_WindBranchWhip.x, false, false, true, vRotatedWindVector);
+ }
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// LeafRipple
+
+float3 LeafRipple(float3 vPos,
+ inout float3 vDirection,
+ float fScale,
+ float fPackedRippleDir,
+ float fTime,
+ float fAmount,
+ bool bDirectional,
+ float fTrigOffset)
+{
+ // compute how much to move
+ float4 vInput = float4(fTime + fTrigOffset, 0.0, 0.0, 0.0);
+ float fMoveAmount = fAmount * TrigApproximate(vInput).x;
+
+ if (bDirectional)
+ {
+ vPos.xyz += vDirection.xyz * fMoveAmount * fScale;
+ }
+ else
+ {
+ float3 vRippleDir = UnpackNormalFromFloat(fPackedRippleDir);
+ vPos.xyz += vRippleDir * fMoveAmount * fScale;
+ }
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// LeafTumble
+
+float3 LeafTumble(float3 vPos,
+ inout float3 vDirection,
+ float fScale,
+ float3 vAnchor,
+ float3 vGrowthDir,
+ float fTrigOffset,
+ float fTime,
+ float fFlip,
+ float fTwist,
+ float fAdherence,
+ float3 vTwitch,
+ float4 vRoll,
+ bool bTwitch,
+ bool bRoll,
+ float3 vRotatedWindVector)
+{
+ // compute all oscillations up front
+ float3 vFracs = frac((vAnchor + fTrigOffset) * 30.3);
+ float fOffset = vFracs.x + vFracs.y + vFracs.z;
+ float4 vOscillations = TrigApproximate(float4(fTime + fOffset, fTime * 0.75 - fOffset, fTime * 0.01 + fOffset, fTime * 1.0 + fOffset));
+
+ // move to the origin and get the growth direction
+ float3 vOriginPos = vPos.xyz - vAnchor;
+ float fLength = length(vOriginPos);
+
+ // twist
+ float fOsc = vOscillations.x + vOscillations.y * vOscillations.y;
+ float3x3 matTumble = RotationMatrix(vGrowthDir, fScale * fTwist * fOsc);
+
+ // with wind
+ float3 vAxis = wind_cross(vGrowthDir, vRotatedWindVector);
+ float fDot = clamp(dot(vRotatedWindVector, vGrowthDir), -1.0, 1.0);
+#ifdef SPEEDTREE_Z_UP
+ vAxis.z += fDot;
+#else
+ vAxis.y += fDot;
+#endif
+ vAxis = normalize(vAxis);
+
+ float fAngle = acos(fDot);
+
+ float fAdherenceScale = 1.0;
+ //if (bRoll)
+ //{
+ // fAdherenceScale = Roll(fAdherenceScale, vRoll.x, vRoll.y, vRoll.z, vRoll.w, vAnchor.xyz, fTime, vRotatedWindVector);
+ //}
+
+ fOsc = vOscillations.y - vOscillations.x * vOscillations.x;
+
+ float fTwitch = 0.0;
+ if (bTwitch)
+ fTwitch = Twitch(vAnchor.xyz, vTwitch.x, vTwitch.y, vTwitch.z + fOffset);
+
+ matTumble = mul_float3x3_float3x3(matTumble, RotationMatrix(vAxis, fScale * (fAngle * fAdherence * fAdherenceScale + fOsc * fFlip + fTwitch)));
+
+ vDirection = mul_float3x3_float3(matTumble, vDirection);
+ vOriginPos = mul_float3x3_float3(matTumble, vOriginPos);
+
+ vOriginPos = normalize(vOriginPos) * fLength;
+
+ return (vOriginPos + vAnchor);
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// LeafWind
+// Optimized (for instruction count) version. Assumes leaf 1 and 2 have the same options
+
+float3 LeafWind(bool isBestWind,
+ bool bLeaf2,
+ float3 vPos,
+ inout float3 vDirection,
+ float fScale,
+ float3 vAnchor,
+ float fPackedGrowthDir,
+ float fPackedRippleDir,
+ float fRippleTrigOffset,
+ float3 vRotatedWindVector)
+{
+
+ vPos = LeafRipple(vPos, vDirection, fScale, fPackedRippleDir,
+ (bLeaf2 ? _ST_WindLeaf2Ripple.x : _ST_WindLeaf1Ripple.x),
+ (bLeaf2 ? _ST_WindLeaf2Ripple.y : _ST_WindLeaf1Ripple.y),
+ false, fRippleTrigOffset);
+
+ if (isBestWind)
+ {
+ float3 vGrowthDir = UnpackNormalFromFloat(fPackedGrowthDir);
+ vPos = LeafTumble(vPos, vDirection, fScale, vAnchor, vGrowthDir, fPackedGrowthDir,
+ (bLeaf2 ? _ST_WindLeaf2Tumble.x : _ST_WindLeaf1Tumble.x),
+ (bLeaf2 ? _ST_WindLeaf2Tumble.y : _ST_WindLeaf1Tumble.y),
+ (bLeaf2 ? _ST_WindLeaf2Tumble.z : _ST_WindLeaf1Tumble.z),
+ (bLeaf2 ? _ST_WindLeaf2Tumble.w : _ST_WindLeaf1Tumble.w),
+ (bLeaf2 ? _ST_WindLeaf2Twitch.xyz : _ST_WindLeaf1Twitch.xyz),
+ 0.0f,
+ (bLeaf2 ? true : true),
+ (bLeaf2 ? true : true),
+ vRotatedWindVector);
+ }
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// RippleFrondOneSided
+
+float3 RippleFrondOneSided(float3 vPos,
+ inout float3 vDirection,
+ float fU,
+ float fV,
+ float fRippleScale
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ , float3 vBinormal
+ , float3 vTangent
+#endif
+)
+{
+ float fOffset = 0.0;
+ if (fU < 0.5)
+ fOffset = 0.75;
+
+ float4 vOscillations = TrigApproximate(float4((_ST_WindFrondRipple.x + fV) * _ST_WindFrondRipple.z + fOffset, 0.0, 0.0, 0.0));
+
+ float fAmount = fRippleScale * vOscillations.x * _ST_WindFrondRipple.y;
+ float3 vOffset = fAmount * vDirection;
+ vPos.xyz += vOffset;
+
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ vTangent.xyz = normalize(vTangent.xyz + vOffset * _ST_WindFrondRipple.w);
+ float3 vNewNormal = normalize(wind_cross(vBinormal.xyz, vTangent.xyz));
+ if (dot(vNewNormal, vDirection.xyz) < 0.0)
+ vNewNormal = -vNewNormal;
+ vDirection.xyz = vNewNormal;
+#endif
+
+ return vPos;
+}
+
+///////////////////////////////////////////////////////////////////////
+// RippleFrondTwoSided
+
+float3 RippleFrondTwoSided(float3 vPos,
+ inout float3 vDirection,
+ float fU,
+ float fLengthPercent,
+ float fPackedRippleDir,
+ float fRippleScale
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ , float3 vBinormal
+ , float3 vTangent
+#endif
+)
+{
+ float4 vOscillations = TrigApproximate(float4(_ST_WindFrondRipple.x * fLengthPercent * _ST_WindFrondRipple.z, 0.0, 0.0, 0.0));
+
+ float3 vRippleDir = UnpackNormalFromFloat(fPackedRippleDir);
+
+ float fAmount = fRippleScale * vOscillations.x * _ST_WindFrondRipple.y;
+ float3 vOffset = fAmount * vRippleDir;
+
+ vPos.xyz += vOffset;
+
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ vTangent.xyz = normalize(vTangent.xyz + vOffset * _ST_WindFrondRipple.w);
+ float3 vNewNormal = normalize(wind_cross(vBinormal.xyz, vTangent.xyz));
+ if (dot(vNewNormal, vDirection.xyz) < 0.0)
+ vNewNormal = -vNewNormal;
+ vDirection.xyz = vNewNormal;
+#endif
+
+ return vPos;
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// RippleFrond
+
+float3 RippleFrond(float3 vPos,
+ inout float3 vDirection,
+ float fU,
+ float fV,
+ float fPackedRippleDir,
+ float fRippleScale,
+ float fLenghtPercent
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ , float3 vBinormal
+ , float3 vTangent
+#endif
+)
+{
+ return RippleFrondOneSided(vPos,
+ vDirection,
+ fU,
+ fV,
+ fRippleScale
+#ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING
+ , vBinormal
+ , vTangent
+#endif
+ );
+}
+
+
+///////////////////////////////////////////////////////////////////////
+// SpeedTreeWind
+
+float3 SpeedTreeWind(float3 vPos, float3 vNormal, float4 vTexcoord0, float4 vTexcoord1, float4 vTexcoord2, float4 vTexcoord3, int iWindQuality, bool bBillboard, bool bCrossfade)
+{
+ float3 vReturnPos = vPos;
+
+ // geometry type
+ int geometryType = (int)(vTexcoord3.w + 0.25);
+ bool leafTwo = false;
+ if (geometryType > ST_GEOM_TYPE_FACINGLEAF)
+ {
+ geometryType -= 2;
+ leafTwo = true;
+ }
+
+ // smooth LOD
+ if (!bCrossfade && !bBillboard)
+ {
+ vReturnPos = lerp(vReturnPos, vTexcoord2.xyz, unity_LODFade.x);
+ }
+
+ // do leaf facing even when we don't have wind
+ if (geometryType == ST_GEOM_TYPE_FACINGLEAF)
+ {
+ float3 anchor = float3(vTexcoord1.zw, vTexcoord2.w);
+ float3 facingPosition = vReturnPos - anchor;
+
+ // face camera-facing leaf to camera
+ float offsetLen = length(facingPosition);
+ facingPosition = float3(facingPosition.x, -facingPosition.z, facingPosition.y);
+ float4x4 itmv = transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V));
+ facingPosition = mul(facingPosition.xyz, (float3x3)itmv);
+ facingPosition = normalize(facingPosition) * offsetLen; // make sure the offset vector is still scaled
+
+ vReturnPos = facingPosition + anchor;
+ }
+
+ // wind
+ if (iWindQuality > 0)
+ {
+ float3 rotatedWindVector = TransformWorldToObjectDir(_ST_WindVector.xyz);
+ float windLength = length(rotatedWindVector);
+ if (windLength < 1.0e-5)
+ {
+ // sanity check that wind data is available
+ return vReturnPos;
+ }
+ rotatedWindVector /= windLength;
+
+ float4x4 matObjectToWorld = GetObjectToWorldMatrix();
+ float3 treePos = GetAbsolutePositionWS(float3(matObjectToWorld[0].w, matObjectToWorld[1].w, matObjectToWorld[2].w));
+
+ if (!bBillboard)
+ {
+ // leaves
+ if (geometryType > ST_GEOM_TYPE_FROND)
+ {
+ // remove anchor position
+ float3 anchor = float3(vTexcoord1.zw, vTexcoord2.w);
+ vReturnPos -= anchor;
+
+ // leaf wind
+ if ((iWindQuality == ST_WIND_QUALITY_FAST) || (iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST))
+ {
+ bool bBestWind = (iWindQuality == ST_WIND_QUALITY_BEST);
+ float leafWindTrigOffset = anchor.x + anchor.y;
+ vReturnPos = LeafWind(bBestWind, leafTwo, vReturnPos, vNormal, vTexcoord3.x, float3(0, 0, 0), vTexcoord3.y, vTexcoord3.z, leafWindTrigOffset, rotatedWindVector);
+ }
+
+ // move back out to anchor
+ vReturnPos += anchor;
+ }
+
+ // frond wind
+ bool bPalmWind = false;
+ if (iWindQuality == ST_WIND_QUALITY_PALM)
+ {
+ bPalmWind = true;
+ if (geometryType == ST_GEOM_TYPE_FROND)
+ {
+ vReturnPos = RippleFrond(vReturnPos, vNormal, vTexcoord0.x, vTexcoord0.y, vTexcoord3.x, vTexcoord3.y, vTexcoord3.z);
+ }
+ }
+
+ // branch wind (applies to all 3D geometry)
+ if ((iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST) || (iWindQuality == ST_WIND_QUALITY_PALM))
+ {
+ float3 rotatedBranchAnchor = TransformWorldToObjectDir(_ST_WindBranchAnchor.xyz) * _ST_WindBranchAnchor.w;
+ vReturnPos = BranchWind(bPalmWind, vReturnPos, treePos, float4(vTexcoord0.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
+ }
+ }
+
+ // global wind
+ float globalWindTime = _ST_WindGlobal.x;
+ //#if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED)
+ // globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime);
+ //#endif
+ vReturnPos = GlobalWind(vReturnPos, treePos, true, rotatedWindVector, globalWindTime);
+ }
+
+ return vReturnPos;
+}
+
+// This version is used by ShaderGraph
+void SpeedTreeWind_float(float3 vPos, float3 vNormal, float4 vTexcoord0, float4 vTexcoord1, float4 vTexcoord2, float4 vTexcoord3, int iWindQuality, bool bBillboard, bool bCrossfade, out float3 outPos)
+{
+ if (iWindQuality != ST_WIND_QUALITY_NONE)
+ outPos = SpeedTreeWind(vPos, vNormal, vTexcoord0, vTexcoord1, vTexcoord2, vTexcoord3, iWindQuality, bBillboard, bCrossfade);
+ else
+ outPos = vPos;
+}
+
+#endif // SPEEDTREE_WIND_INCLUDED
diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl.meta b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl.meta
new file mode 100644
index 00000000000..92ee466df0e
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.hlsl.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 8b4aa8c48881d4142b1c30e408b503d8
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.shadersubgraph b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.shadersubgraph
new file mode 100644
index 00000000000..8ed6240aa20
--- /dev/null
+++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTree8Wind.shadersubgraph
@@ -0,0 +1,164 @@
+{
+ "m_SerializedProperties": [
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+ },
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+ ],
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