2024-05-07 11:06:14 +03:00

455 lines
16 KiB
HLSL

#ifndef BILLBOARDS_INCLUDED
#define BILLBOARDS_INCLUDED
#define AI_CLIP_NEIGHBOURS_FRAMES 0
float2 VectortoOctahedron( float3 N )
{
N /= dot( 1.0, abs(N) );
if( N.z <= 0 )
{
N.xy = ( 1 - abs(N.yx) ) * ( N.xy >= 0 ? 1.0 : -1.0 );
}
return N.xy;
}
float2 VectortoHemiOctahedron( float3 N )
{
N.xy /= dot( 1.0, abs(N) );
return float2( N.x + N.y, N.x - N.y );
}
float3 OctahedronToVector( float2 Oct )
{
float3 N = float3( Oct, 1.0 - dot( 1.0, abs(Oct) ) );
if( N.z < 0 )
{
N.xy = ( 1 - abs(N.yx) ) * ( N.xy >= 0 ? 1.0 : -1.0 );
}
return normalize(N);
}
float3 HemiOctahedronToVector( float2 Oct )
{
Oct = float2( Oct.x + Oct.y, Oct.x - Oct.y ) *0.5;
float3 N = float3( Oct, 1 - dot( 1.0, abs(Oct) ) );
return normalize(N);
}
uniform float _FramesX;
uniform float _FramesY;
uniform float _Frames;
uniform float _ImpostorSize;
uniform float _Parallax;
uniform sampler2D _Albedo;
uniform sampler2D _Normals;
uniform sampler2D _Specular;
uniform sampler2D _Emission;
uniform float _TextureBias;
uniform float _ClipMask;
uniform float _DepthSize;
uniform float _ShadowBias;
uniform float4 _Offset;
#ifdef EFFECT_HUE_VARIATION
half4 _HueVariation;
#endif
inline void OctaImpostorVertex( inout appdata_full v, inout float4 uvsFrame1, inout float4 uvsFrame2, inout float4 uvsFrame3, inout float4 octaFrame, inout float4 viewPos )
{
// Inputs
float framesXY = _Frames;
float prevFrame = framesXY - 1;
float2 fractions = 1.0 / float2( framesXY, prevFrame );
float fractionsFrame = fractions.x;
float fractionsPrevFrame = fractions.y;
float UVscale = _ImpostorSize;
float parallax = -_Parallax; // check sign later
// Basic data
v.vertex.xyz += _Offset.xyz;
float3 worldOrigin = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
#if defined(UNITY_PASS_SHADOWCASTER)
float3 worldCameraPos = 0;
if( unity_LightShadowBias.y == 0.0 ){
if( _WorldSpaceLightPos0.w == 1 )
worldCameraPos = _WorldSpaceLightPos0.xyz;
else
worldCameraPos = _WorldSpaceCameraPos;
} else {
worldCameraPos = UnityWorldSpaceLightDir( mul(unity_ObjectToWorld, v.vertex).xyz ) * -5000.0;
}
#else
float3 worldCameraPos = _WorldSpaceCameraPos;
#endif
float3 objectCameraDirection = normalize( mul( (float3x3)unity_WorldToObject, worldCameraPos - worldOrigin ) - _Offset.xyz );
float3 objectCameraPosition = mul( unity_WorldToObject, float4( worldCameraPos, 1 ) ).xyz - _Offset.xyz; //ray origin
// Create orthogonal vectors to define the billboard
float3 upVector = float3( 0,1,0 );
float3 objectHorizontalVector = normalize( cross( objectCameraDirection, upVector ) );
float3 objectVerticalVector = cross( objectHorizontalVector, objectCameraDirection );
// Billboard
float2 uvExpansion = ( v.texcoord.xy - 0.5f ) * framesXY * fractionsFrame * UVscale;
float3 billboard = objectHorizontalVector * uvExpansion.x + objectVerticalVector * uvExpansion.y + _Offset.xyz;
float3 localDir = billboard - objectCameraPosition - _Offset.xyz;
// Octahedron Frame
#ifdef _HEMI_ON
objectCameraDirection.y = max(0.001, objectCameraDirection.y);
float2 frameOcta = VectortoHemiOctahedron( objectCameraDirection.xzy ) * 0.5 + 0.5;
#else
float2 frameOcta = VectortoOctahedron( objectCameraDirection.xzy ) * 0.5 + 0.5;
#endif
// Setup for octahedron
float2 prevOctaFrame = frameOcta * prevFrame;
float2 baseOctaFrame = floor( prevOctaFrame );
float2 fractionOctaFrame = ( baseOctaFrame * fractionsFrame );
// Octa 1
float2 octaFrame1 = ( baseOctaFrame * fractionsPrevFrame ) * 2.0 - 1.0;
#ifdef _HEMI_ON
float3 octa1WorldY = HemiOctahedronToVector( octaFrame1 ).xzy;
#else
float3 octa1WorldY = OctahedronToVector( octaFrame1 ).xzy;
#endif
float3 octa1WorldX = normalize( cross( upVector , octa1WorldY ) + float3(-0.001,0,0));
float3 octa1WorldZ = cross( octa1WorldX , octa1WorldY );
float dotY1 = dot( octa1WorldY , localDir );
float3 octa1LocalY = normalize( float3( dot( octa1WorldX , localDir ), dotY1, dot( octa1WorldZ , localDir ) ) );
float lineInter1 = dot( octa1WorldY , -objectCameraPosition ) / dotY1; //minus??
float3 intersectPos1 = ( lineInter1 * localDir + objectCameraPosition ); // should subtract offset??
float dotframeX1 = dot( octa1WorldX , -intersectPos1 );
float dotframeZ1 = dot( octa1WorldZ , -intersectPos1 );
float2 uvFrame1 = float2( dotframeX1 , dotframeZ1 );
if( lineInter1 <= 0.0 )
uvFrame1 = 0;
float2 uvParallax1 = octa1LocalY.xz * fractionsFrame * parallax;
uvFrame1 = ( ( uvFrame1 / UVscale ) + 0.5 ) * fractionsFrame + fractionOctaFrame;
uvsFrame1 = float4( uvParallax1, uvFrame1);
// Octa 2
float2 fractPrevOctaFrame = frac( prevOctaFrame );
float2 cornerDifference = lerp( float2( 0,1 ) , float2( 1,0 ) , saturate( ceil( ( fractPrevOctaFrame.x - fractPrevOctaFrame.y ) ) ));
float2 octaFrame2 = ( ( baseOctaFrame + cornerDifference ) * fractionsPrevFrame ) * 2.0 - 1.0;
#ifdef _HEMI_ON
float3 octa2WorldY = HemiOctahedronToVector( octaFrame2 ).xzy;
#else
float3 octa2WorldY = OctahedronToVector( octaFrame2 ).xzy;
#endif
float3 octa2WorldX = normalize( cross( upVector , octa2WorldY ) + float3(-0.001,0,0));
float3 octa2WorldZ = cross( octa2WorldX , octa2WorldY );
float dotY2 = dot( octa2WorldY , localDir );
float3 octa2LocalY = normalize( float3( dot( octa2WorldX , localDir ), dotY2, dot( octa2WorldZ , localDir ) ) );
float lineInter2 = dot( octa2WorldY , -objectCameraPosition ) / dotY2; //minus??
float3 intersectPos2 = ( lineInter2 * localDir + objectCameraPosition );
float dotframeX2 = dot( octa2WorldX , -intersectPos2 );
float dotframeZ2 = dot( octa2WorldZ , -intersectPos2 );
float2 uvFrame2 = float2( dotframeX2 , dotframeZ2 );
if( lineInter2 <= 0.0 )
uvFrame2 = 0;
float2 uvParallax2 = octa2LocalY.xz * fractionsFrame * parallax;
uvFrame2 = ( ( uvFrame2 / UVscale ) + 0.5 ) * fractionsFrame + ( ( cornerDifference * fractionsFrame ) + fractionOctaFrame );
uvsFrame2 = float4( uvParallax2, uvFrame2);
// Octa 3
float2 octaFrame3 = ( ( baseOctaFrame + 1 ) * fractionsPrevFrame ) * 2.0 - 1.0;
#ifdef _HEMI_ON
float3 octa3WorldY = HemiOctahedronToVector( octaFrame3 ).xzy;
#else
float3 octa3WorldY = OctahedronToVector( octaFrame3 ).xzy;
#endif
float3 octa3WorldX = normalize( cross( upVector , octa3WorldY ) + float3(-0.001,0,0));
float3 octa3WorldZ = cross( octa3WorldX , octa3WorldY );
float dotY3 = dot( octa3WorldY , localDir );
float3 octa3LocalY = normalize( float3( dot( octa3WorldX , localDir ), dotY3, dot( octa3WorldZ , localDir ) ) );
float lineInter3 = dot( octa3WorldY , -objectCameraPosition ) / dotY3; //minus??
float3 intersectPos3 = ( lineInter3 * localDir + objectCameraPosition );
float dotframeX3 = dot( octa3WorldX , -intersectPos3 );
float dotframeZ3 = dot( octa3WorldZ , -intersectPos3 );
float2 uvFrame3 = float2( dotframeX3 , dotframeZ3 );
if( lineInter3 <= 0.0 )
uvFrame3 = 0;
float2 uvParallax3 = octa3LocalY.xz * fractionsFrame * parallax;
uvFrame3 = ( ( uvFrame3 / UVscale ) + 0.5 ) * fractionsFrame + ( fractionOctaFrame + fractionsFrame );
uvsFrame3 = float4( uvParallax3, uvFrame3);
// maybe remove this?
octaFrame = 0;
octaFrame.xy = prevOctaFrame;
#if AI_CLIP_NEIGHBOURS_FRAMES
octaFrame.zw = fractionOctaFrame;
#endif
// view pos
viewPos = 0;
viewPos.xyz = UnityObjectToViewPos( billboard );
#ifdef EFFECT_HUE_VARIATION
float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
viewPos.w = saturate(hueVariationAmount * _HueVariation.a);
#endif
v.vertex.xyz = billboard;
v.normal.xyz = objectCameraDirection;
}
inline void OctaImpostorFragment( inout SurfaceOutputStandardSpecular o, out float4 clipPos, out float3 worldPos, float4 uvsFrame1, float4 uvsFrame2, float4 uvsFrame3, float4 octaFrame, float4 interpViewPos )
{
float depthBias = -1.0;
float textureBias = _TextureBias;
// Octa1
float4 parallaxSample1 = tex2Dbias( _Normals, float4( uvsFrame1.zw, 0, depthBias) );
float2 parallax1 = ( ( 0.5 - parallaxSample1.a ) * uvsFrame1.xy ) + uvsFrame1.zw;
float4 albedo1 = tex2Dbias( _Albedo, float4( parallax1, 0, textureBias) );
float4 normals1 = tex2Dbias( _Normals, float4( parallax1, 0, textureBias) );
float4 mask1 = tex2Dbias( _Emission, float4( parallax1, 0, textureBias) );
float4 spec1 = tex2Dbias( _Specular, float4( parallax1, 0, textureBias) );
// Octa2
float4 parallaxSample2 = tex2Dbias( _Normals, float4( uvsFrame2.zw, 0, depthBias) );
float2 parallax2 = ( ( 0.5 - parallaxSample2.a ) * uvsFrame2.xy ) + uvsFrame2.zw;
float4 albedo2 = tex2Dbias( _Albedo, float4( parallax2, 0, textureBias) );
float4 normals2 = tex2Dbias( _Normals, float4( parallax2, 0, textureBias) );
float4 mask2 = tex2Dbias( _Emission, float4( parallax2, 0, textureBias) );
float4 spec2 = tex2Dbias( _Specular, float4( parallax2, 0, textureBias) );
// Octa3
float4 parallaxSample3 = tex2Dbias( _Normals, float4( uvsFrame3.zw, 0, depthBias) );
float2 parallax3 = ( ( 0.5 - parallaxSample3.a ) * uvsFrame3.xy ) + uvsFrame3.zw;
float4 albedo3 = tex2Dbias( _Albedo, float4( parallax3, 0, textureBias) );
float4 normals3 = tex2Dbias( _Normals, float4( parallax3, 0, textureBias) );
float4 mask3 = tex2Dbias( _Emission, float4( parallax3, 0, textureBias) );
float4 spec3 = tex2Dbias( _Specular, float4( parallax3, 0, textureBias) );
// Weights
float2 fraction = frac( octaFrame.xy );
float2 invFraction = 1 - fraction;
float3 weights;
weights.x = min( invFraction.x, invFraction.y );
weights.y = abs( fraction.x - fraction.y );
weights.z = min( fraction.x, fraction.y );
// Blends
float4 blendedAlbedo = albedo1 * weights.x + albedo2 * weights.y + albedo3 * weights.z;
float4 blendedNormal = normals1 * weights.x + normals2 * weights.y + normals3 * weights.z;
float4 blendedMask = mask1 * weights.x + mask2 * weights.y + mask3 * weights.z;
float4 blendedSpec = spec1 * weights.x + spec2 * weights.y + spec3 * weights.z;
float3 localNormal = blendedNormal.rgb * 2.0 - 1.0;
float3 worldNormal = normalize( mul( unity_ObjectToWorld, float4( localNormal, 0 ) ).xyz );
float3 viewPos = interpViewPos.xyz;
viewPos.z += ( ( parallaxSample1.a * weights.x + parallaxSample2.a * weights.y + parallaxSample3.a * weights.z ) * 2.0 - 1.0) * 0.5 * _DepthSize * length( unity_ObjectToWorld[2].xyz );
#ifdef UNITY_PASS_SHADOWCASTER
if( _WorldSpaceLightPos0.w == 0 ){
viewPos.z += -_ShadowBias * unity_LightShadowBias.y;
} else {
viewPos.z += -_ShadowBias;
}
#endif
worldPos = mul( UNITY_MATRIX_I_V, float4( viewPos.xyz, 1 ) ).xyz;
clipPos = mul( UNITY_MATRIX_P, float4( viewPos, 1 ) );
#ifdef UNITY_PASS_SHADOWCASTER
clipPos = UnityApplyLinearShadowBias( clipPos );
#endif
clipPos.xyz /= clipPos.w;
if( UNITY_NEAR_CLIP_VALUE < 0 )
clipPos = clipPos * 0.5 + 0.5;
#ifdef EFFECT_HUE_VARIATION
half3 shiftedColor = lerp(blendedAlbedo.rgb, _HueVariation.rgb, interpViewPos.w);
half maxBase = max(blendedAlbedo.r, max(blendedAlbedo.g, blendedAlbedo.b));
half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
maxBase /= newMaxBase;
maxBase = maxBase * 0.5f + 0.5f;
shiftedColor.rgb *= maxBase;
blendedAlbedo.rgb = saturate(shiftedColor);
#endif
#if AI_CLIP_NEIGHBOURS_FRAMES
float t = ceil( fraction.x - fraction.y );
float4 cornerDifference = float4( t, 1 - t, 1, 1 );
float2 step_1 = ( uvsFrame1.zw - octaFrame.zw ) * _Frames;
float4 step23 = ( float4( uvsFrame2.zw, uvsFrame3.zw ) - octaFrame.zwzw ) * _Frames - cornerDifference;
step_1 = step_1 * (1-step_1);
step23 = step23 * (1-step23);
float3 steps;
steps.x = step_1.x * step_1.y;
steps.y = step23.x * step23.y;
steps.z = step23.z * step23.w;
steps = step(-steps, 0);
float final = dot( steps, weights );
clip( final - 0.5 );
#endif
o.Albedo = blendedAlbedo.rgb;
o.Normal = worldNormal;
o.Emission = blendedMask.rgb;
o.Specular = blendedSpec.rgb;
o.Smoothness = blendedSpec.a;
o.Occlusion = blendedMask.a;
o.Alpha = ( blendedAlbedo.a - _ClipMask );
clip( o.Alpha );
}
inline void SphereImpostorVertex( inout appdata_full v, inout float2 frameUVs, inout float4 viewPos )
{
// INPUTS
float sizeX = _FramesX;
float sizeY = _FramesY - 1; // adjusted
float3 fractions = 1 / float3( sizeX, _FramesY, sizeY );
float2 sizeFraction = fractions.xy;
float axisSizeFraction = fractions.z;
// Basic data
v.vertex.xyz += _Offset.xyz;
float3 worldOrigin = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
#if defined(UNITY_PASS_SHADOWCASTER)
float3 worldCameraPos = 0;
if( unity_LightShadowBias.y == 0.0 ){
if( _WorldSpaceLightPos0.w == 1 )
worldCameraPos = _WorldSpaceLightPos0.xyz;
else
worldCameraPos = _WorldSpaceCameraPos;
} else {
worldCameraPos = UnityWorldSpaceLightDir( mul(unity_ObjectToWorld, v.vertex).xyz ) * -5000.0;
}
#else
float3 worldCameraPos = _WorldSpaceCameraPos;
#endif
float3 objectCameraDirection = normalize( mul( (float3x3)unity_WorldToObject, worldCameraPos - worldOrigin ) - _Offset.xyz );
// Create orthogonal vectors to define the billboard
float3 upVector = float3( 0,1,0 );
float3 objectHorizontalVector = normalize( cross( objectCameraDirection, upVector ) );
float3 objectVerticalVector = cross( objectHorizontalVector, objectCameraDirection );
// Create vertical radial angle
float verticalAngle = frac( atan2( -objectCameraDirection.z, -objectCameraDirection.x ) / UNITY_TWO_PI ) * sizeX + 0.5;
// Create horizontal radial angle
float verticalDot = dot( objectCameraDirection, upVector );
float upAngle = ( acos( -verticalDot ) / UNITY_PI ) + axisSizeFraction * 0.5f;
float yRot = sizeFraction.x * UNITY_PI * verticalDot * ( 2 * frac( verticalAngle ) - 1 );
// Billboard rotation
float2 uvExpansion = v.texcoord.xy - 0.5;
float cosY = cos( yRot );
float sinY = sin( yRot );
float2 uvRotator = mul( uvExpansion, float2x2( cosY , -sinY , sinY , cosY ) ) * _ImpostorSize;
// Billboard
float3 billboard = objectHorizontalVector * uvRotator.x + objectVerticalVector * uvRotator.y + _Offset.xyz;
// Frame coords
float2 relativeCoords = float2( floor( verticalAngle ), min( floor( upAngle * sizeY ), sizeY ) );
float2 frameUV = ( v.texcoord.xy + relativeCoords ) * sizeFraction;
frameUVs.xy = frameUV;
viewPos.xyz = UnityObjectToViewPos( billboard );
#ifdef EFFECT_HUE_VARIATION
float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
viewPos.w = saturate(hueVariationAmount * _HueVariation.a);
#endif
v.vertex.xyz = billboard;
v.normal.xyz = objectCameraDirection;
}
inline void SphereImpostorFragment( inout SurfaceOutputStandardSpecular o, out float4 clipPos, out float3 worldPos, float2 frameUV, float4 viewPos )
{
float4 albedoSample = tex2Dbias( _Albedo, float4( frameUV, 0, _TextureBias) );
float4 normalSample = tex2Dbias( _Normals, float4( frameUV, 0, _TextureBias) );
float4 specularSample = tex2Dbias( _Specular, float4( frameUV, 0, _TextureBias) );
float4 emissionSample = tex2Dbias( _Emission, float4( frameUV, 0, _TextureBias) );
// Simple outputs
float3 albedo = albedoSample.rgb;
float3 emission = emissionSample.rgb;
float3 specular = specularSample.rgb;
float smoothness = specularSample.a;
float occlusion = emissionSample.a;
float alphaMask = albedoSample.a;
// Normal
float4 remapNormal = normalSample * 2 - 1; // object normal is remapNormal.rgb
float3 worldNormal = normalize( mul( (float3x3)unity_ObjectToWorld, remapNormal.xyz ) );
// Depth
float depth = remapNormal.a * _DepthSize * 0.5;
#if defined(UNITY_PASS_SHADOWCASTER)
if( _WorldSpaceLightPos0.w == 0 ){
depth = depth * 0.95 - 0.05 - _ShadowBias * unity_LightShadowBias.y;
} else {
depth = depth * 0.95 - 0.05 - _ShadowBias;
}
#endif
viewPos.z += depth;
// Modified clip position and world position
worldPos = mul( UNITY_MATRIX_I_V, float4( viewPos.xyz, 1 ) ).xyz;
clipPos = mul( UNITY_MATRIX_P, float4( viewPos.xyz, 1 ) );
#ifdef UNITY_PASS_SHADOWCASTER
clipPos = UnityApplyLinearShadowBias( clipPos );
#endif
clipPos.xyz /= clipPos.w;
if( UNITY_NEAR_CLIP_VALUE < 0 )
clipPos = clipPos * 0.5 + 0.5;
#ifdef EFFECT_HUE_VARIATION
half3 shiftedColor = lerp(albedo.rgb, _HueVariation.rgb, viewPos.w);
half maxBase = max(albedo.r, max(albedo.g, albedo.b));
half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
maxBase /= newMaxBase;
maxBase = maxBase * 0.5f + 0.5f;
shiftedColor.rgb *= maxBase;
albedo.rgb = saturate(shiftedColor);
#endif
o.Albedo = albedo;
o.Normal = worldNormal;
o.Emission = emission;
o.Specular = specular;
o.Smoothness = smoothness;
o.Occlusion = occlusion;
o.Alpha = ( alphaMask - _ClipMask );
clip( o.Alpha );
}
#endif