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- // Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
- // Thanks to Gambinolnd for the base of this shader which I modified for ForestVision
- // http://forum.unity3d.com/threads/shader-moving-trees-grass-in-wind-outside-of-terrain.230911/
- Shader "ForestVision/FV_Foliage" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _Normal ("Normal", 2D) = "bump" {}
- _BumpPower ("Normal Power", Range (0.01, 2)) = 1 //added slider control for Normal strength
- _VertexWeight ("Vertex Weight", 2D) = "weight" {} //added new weight map slot to drive vertex animation
- _OcclusionMap("Occlusion", 2D) = "white" {}
- _OcclusionStrength ("Occlusion Strength", Range(0.01,1)) = 1
- _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
- //_ShakeDisplacement ("Displacement", Range (0, 1.0)) = 1.0
- _ShakeTime ("Animation Time", Range (0, 1.0)) = .25
- _ShakeWindspeed ("Wind Speed", Range (0, 1.0)) = .3
- _ShakeBending ("Displacement", Range (0, 1.0)) = 0.2
- }
-
- SubShader {
- Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
- LOD 400
- Cull [_Cull]
-
- CGPROGRAM
- #pragma target 3.0
- #pragma surface surf Lambert alphatest:_Cutoff vertex:vert addshadow
-
- sampler2D _MainTex;
- sampler2D _Normal;
- sampler2D _VertexWeight;
- sampler2D _OcclusionMap;
- fixed4 _Color;
- fixed _BumpPower;
- fixed _OcclusionStrength;
- float _ShakeDisplacement;
- float _ShakeTime = 0.1;
- float _ShakeWindspeed;
- float _ShakeBending;
-
- struct Input {
- float2 uv_MainTex;
- float2 uv_Normal;
- float2 uv_Weight;
- float2 uv_OcculsionMap;
- };
-
- void FastSinCos (float4 val, out float4 s, out float4 c) {
- val = val * 6.408849 - 3.1415927;
- float4 r5 = val * val;
- float4 r6 = r5 * r5;
- float4 r7 = r6 * r5;
- float4 r8 = r6 * r5;
- float4 r1 = r5 * val;
- float4 r2 = r1 * r5;
- float4 r3 = r2 * r5;
- float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841} ;
- float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587} ;
- s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w;
- c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w;
- }
-
- void vert (inout appdata_full v) {
- float4 WeightMap = tex2Dlod (_VertexWeight, float4(v.texcoord.xy,0,0));
- float factor = (1 - _ShakeDisplacement - v.color.r) * 0.5;
-
- const float _WindSpeed = (_ShakeWindspeed + v.color.g );
- const float _WaveScale = _ShakeDisplacement;
-
- const float4 _waveXSize = float4(0.048, 0.06, 0.24, 0.096);
- const float4 _waveZSize = float4 (0.024, .08, 0.08, 0.2);
- const float4 waveSpeed = float4 (1.2, 2, 1.6, 4.8);
-
- float4 _waveXmove = float4(0.024, 0.04, -0.12, 0.096);
- float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1);
-
- float4 waves;
- waves = v.vertex.x * _waveXSize;
- waves += v.vertex.z * _waveZSize;
-
- waves += _Time.x * (1 - _ShakeTime * 2 - v.color.b ) * waveSpeed *_WindSpeed;
-
- float4 s, c;
- waves = frac (waves);
- FastSinCos (waves, s,c);
-
- float waveAmount = WeightMap.r * (v.color.a + _ShakeBending);
- s *= waveAmount;
-
- s *= normalize (waveSpeed);
-
- s = s * s;
- float fade = dot (s, 1.3);
- s = s * s;
- float3 waveMove = float3 (0,0,0);
- waveMove.x = dot (s, _waveXmove);
- waveMove.z = dot (s, _waveZmove);
- v.vertex.xz -= mul ((float3x3)unity_WorldToObject, waveMove).xz;
-
- }
-
- void surf (Input IN, inout SurfaceOutput o) {
- fixed4 baseColor = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- fixed3 occlusion = tex2D(_OcclusionMap, IN.uv_OcculsionMap);
- //c.rgb =
- o.Albedo = baseColor.rgb;
- o.Alpha = baseColor.a;
- //c.rgb = c.rgb * occlusion.rgb;
- fixed3 normal = UnpackNormal(tex2D(_Normal, IN.uv_Normal));
- normal.z = normal.z / _BumpPower;
- o.Normal = normalize(normal);
- //o.Albedo = c.rgb * occlusion.rgb / normalize(_OcclusionStrength);
- }
- ENDCG
- } //end subshader
-
- Fallback "Transparent/Cutout/VertexLit"
- }
-
-
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