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b/TestProjects/UniversalGraphicsTest_PostPro/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/143_SSAO_DepthNormals_Orthographic.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:e3e302280b34a7732668027820f39eb50efccc4fcab7f6839428f2029964c1de -size 712170 +oid sha256:e6529411a899756936eb20ae03a3a2d1ad85e5190ff55aeb3f98e923b76a0839 +size 702591 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 +++ 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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 +++ 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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 @@ +{ + "m_SGVersion": 2, + "m_Type": "UnityEditor.ShaderGraph.GraphData", + "m_ObjectId": "45b408844e324fc99539d2562f122526", + "m_Properties": [ + { + "m_Id": "7c4a7e54d4f68b8cb4ac1d3791e48b5d" + }, + { + "m_Id": "59b365e09a746d80a4d66c34105b578a" + }, + { + "m_Id": "6d72a70f7d03c186bef2a15afc634d07" + }, + { + "m_Id": 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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 --- /dev/null +++ b/com.unity.shadergraph/ShaderGraphLibrary/LODDitheringTransition.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5248225944112fb418a213fa587fe10d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.shadergraph/ShaderGraphLibrary/Nature.meta b/com.unity.shadergraph/ShaderGraphLibrary/Nature.meta new file mode 100644 index 00000000000..a8aac8be312 --- /dev/null +++ b/com.unity.shadergraph/ShaderGraphLibrary/Nature.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4cc7da0ede79c9248a9e2e96a546813d +folderAsset: 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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 @@ 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