Created
July 25, 2018 03:33
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Shader "Sausage/Foliage/GrassGradient" | |
{ | |
Properties | |
{ | |
_Color("Color", Color) = (1, 1, 1, 1) | |
_Color2("Color2", Color) = (1, 1, 1, 1) | |
_GradientScale("Gradient Scale", Float) = 1.0 | |
_GradientOffset("Gradient Offset", Float) = 0.0 | |
_Gradient("Gradient Top Highlight", Float) = 1.3 | |
_Ambient("Ambient", Float) = 0.3 | |
_GrassHeight("Grass Height", Float) = 0.25 | |
_GrassWidth("Grass Width", Float) = 0.25 | |
_WindSpeed("Wind Speed", Float) = 100 | |
_WindStength("Wind Strength", Float) = 0.05 | |
_WindDir("Wind Direction", Vector) = (0.4, 0.1, 0.5, 0) | |
_WindNoise("Wind Noise Scale", Float) = 1 | |
} | |
SubShader | |
{ | |
LOD 200 | |
Pass | |
{ | |
Name "FORWARD" | |
Tags | |
{ | |
"Queue" = "Geometry" | |
"IgnoreProjector" = "True" | |
"RenderType" = "Grass" | |
"LightMode" = "ForwardBase" | |
} | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma geometry geom | |
#pragma multi_compile_fwdbase | |
#include "UnityCG.cginc" | |
#include "Lighting.cginc" | |
#include "AutoLight.cginc" | |
half _Gradient; | |
half _Ambient; | |
half _GrassHeight; | |
half _GrassWidth; | |
half _WindStength; | |
half _WindSpeed; | |
half4 _WindDir; | |
half _WindNoise; | |
fixed4 _Color; | |
fixed4 _Color2; | |
half _GradientScale; | |
half _GradientOffset; | |
struct v2g | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float3 norm : TEXCOORD1; | |
}; | |
struct g2f | |
{ | |
float4 pos : SV_POSITION; | |
float2 uv : TEXCOORD0; | |
float3 norm : TEXCOORD1; | |
float4 worldPos : TEXCOORD2; | |
SHADOW_COORDS(3) // put shadows data into TEXCOORD1 | |
}; | |
float hash(float n) | |
{ | |
return frac(sin(n)*43758.5453); | |
} | |
float noise(float3 v) | |
{ | |
// The noise function returns a value in the range -1.0f -> 1.0f | |
float3 p = floor(v); | |
float3 f = frac(v); | |
f = f*f*(3.0 - 2.0*f); | |
float n = p.x + p.y*57.0 + 113.0*p.z; | |
return lerp(lerp(lerp(hash(n + 0.0), hash(n + 1.0), f.x), | |
lerp(hash(n + 57.0), hash(n + 58.0), f.x), f.y), | |
lerp(lerp(hash(n + 113.0), hash(n + 114.0), f.x), | |
lerp(hash(n + 170.0), hash(n + 171.0), f.x), f.y), f.z); | |
} | |
v2g vert(appdata_base v) | |
{ | |
float3 v0 = v.vertex.xyz; | |
v2g OUT; | |
OUT.pos = v.vertex; | |
OUT.norm = v.normal; | |
OUT.uv = v.texcoord; | |
return OUT; | |
} | |
[maxvertexcount(3)] | |
void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) | |
{ | |
float4 worldPos = mul(unity_ObjectToWorld, IN[0].pos); | |
float3 viewDir = _WorldSpaceCameraPos.xyz - worldPos.xyz; | |
viewDir.y = 0; | |
viewDir = normalize(viewDir); | |
float3 forward = -viewDir; | |
float3 perpendicularAngle = cross(float3(0, 1, 0), forward); | |
float3 faceNormal = cross(perpendicularAngle, IN[0].norm); | |
float3 v0 = IN[0].pos.xyz; | |
float height = lerp(_GrassHeight * 0.85, _GrassHeight * 1.15, sin(v0.z)); | |
float3 v1 = IN[0].pos.xyz + IN[0].norm * height; | |
float noiseOffset = cheapVertNoise(worldPos.xyz) * _WindNoise; | |
v1 += normalize(_WindDir) * (sin(_Time.y * _WindSpeed + noiseOffset) * 0.5 + 0.5) * _WindStength; | |
g2f OUT; | |
// Quad 1 | |
half3 worldNormal = UnityObjectToWorldNormal(faceNormal); | |
float width = lerp(_GrassWidth * 0.85, _GrassWidth * 1.15, sin(v0.x * 3)); | |
// BOTW sheen | |
half nl = max(0, dot(faceNormal, _WorldSpaceLightPos0.xyz)) + 0.5; | |
half4 diff = lerp(nl, pow(nl + 0.31, 20) - 0.5, nl + 0.3) * _LightColor0; | |
OUT.worldPos.w = ShadeSH9(half4(worldNormal, 1)); | |
float3 left = v0 - perpendicularAngle * 0.5 * width; | |
OUT.pos = UnityObjectToClipPos(left); | |
OUT.worldPos.xyz = mul(unity_ObjectToWorld, left).xyz; | |
OUT.norm = faceNormal; | |
OUT.uv = float2(1, 0); | |
TRANSFER_SHADOW(OUT) | |
triStream.Append(OUT); | |
OUT.pos = UnityObjectToClipPos(v1); | |
OUT.worldPos.xyz = mul(unity_ObjectToWorld, v0).xyz; | |
OUT.uv = float2(1, 1); | |
TRANSFER_SHADOW(OUT) | |
triStream.Append(OUT); | |
float3 right = v0 + perpendicularAngle * 0.5 * width; | |
OUT.pos = UnityObjectToClipPos(right); | |
OUT.worldPos.xyz = mul(unity_ObjectToWorld, right).xyz; | |
OUT.uv = float2(0.5, 0); | |
TRANSFER_SHADOW(OUT) | |
triStream.Append(OUT); | |
triStream.RestartStrip(); | |
} | |
half4 frag(g2f IN) : COLOR | |
{ | |
fixed4 c = lerp(_Color2, _Color, saturate((IN.worldPos.y + _GradientOffset) * _GradientScale)); | |
//fixed4 c = lerp(_Color2, _Color, saturate((1 + _GradientOffset) * _GradientScale)); | |
fixed shadow = SHADOW_ATTENUATION(IN); | |
fixed3 lighting = IN.worldPos.w; // We're storing ambient light here | |
//fixed3 lighting = 1; // We're storing ambient light here | |
lighting *= shadow; | |
c.rgb *= lerp(lighting, lighting * _Gradient, IN.uv.y) + _Ambient; | |
return c; | |
} | |
ENDCG | |
} | |
} | |
} |
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