// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) #ifndef SPEEDTREE_WIND_8_INCLUDED #define SPEEDTREE_WIND_8_INCLUDED #define SPEEDTREE_VERSION_8 1 #include "SpeedTreeCommon.hlsl" /////////////////////////////////////////////////////////////////////// // 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 CBUFFER_START(SpeedTreeWindHistory) float4 _ST_WindVectorHistory; float4 _ST_WindGlobalHistory; float4 _ST_WindBranchHistory; float4 _ST_WindBranchTwitchHistory; float4 _ST_WindBranchWhipHistory; float4 _ST_WindBranchAnchorHistory; float4 _ST_WindBranchAdherencesHistory; float4 _ST_WindTurbulencesHistory; float4 _ST_WindLeaf1RippleHistory; float4 _ST_WindLeaf1TumbleHistory; float4 _ST_WindLeaf1TwitchHistory; float4 _ST_WindLeaf2RippleHistory; float4 _ST_WindLeaf2TumbleHistory; float4 _ST_WindLeaf2TwitchHistory; float4 _ST_WindFrondRippleHistory; float4 _ST_WindAnimationHistory; CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED #define DOTS_ST_WindVector DOTS_ST_WindParam0 #define DOTS_ST_WindGlobal DOTS_ST_WindParam1 #define DOTS_ST_WindBranch DOTS_ST_WindParam2 #define DOTS_ST_WindBranchTwitch DOTS_ST_WindParam3 #define DOTS_ST_WindBranchWhip DOTS_ST_WindParam4 #define DOTS_ST_WindBranchAnchor DOTS_ST_WindParam5 #define DOTS_ST_WindBranchAdherences DOTS_ST_WindParam6 #define DOTS_ST_WindTurbulences DOTS_ST_WindParam7 #define DOTS_ST_WindLeaf1Ripple DOTS_ST_WindParam8 #define DOTS_ST_WindLeaf1Tumble DOTS_ST_WindParam9 #define DOTS_ST_WindLeaf1Twitch DOTS_ST_WindParam10 #define DOTS_ST_WindLeaf2Ripple DOTS_ST_WindParam11 #define DOTS_ST_WindLeaf2Tumble DOTS_ST_WindParam12 #define DOTS_ST_WindLeaf2Twitch DOTS_ST_WindParam13 #define DOTS_ST_WindFrondRipple DOTS_ST_WindParam14 #define DOTS_ST_WindAnimation DOTS_ST_WindParam15 #define DOTS_ST_WindVectorHistory DOTS_ST_WindHistoryParam0 #define DOTS_ST_WindGlobalHistory DOTS_ST_WindHistoryParam1 #define DOTS_ST_WindBranchHistory DOTS_ST_WindHistoryParam2 #define DOTS_ST_WindBranchTwitchHistory DOTS_ST_WindHistoryParam3 #define DOTS_ST_WindBranchWhipHistory DOTS_ST_WindHistoryParam4 #define DOTS_ST_WindBranchAnchorHistory DOTS_ST_WindHistoryParam5 #define DOTS_ST_WindBranchAdherencesHistory DOTS_ST_WindHistoryParam6 #define DOTS_ST_WindTurbulencesHistory DOTS_ST_WindHistoryParam7 #define DOTS_ST_WindLeaf1RippleHistory DOTS_ST_WindHistoryParam8 #define DOTS_ST_WindLeaf1TumbleHistory DOTS_ST_WindHistoryParam9 #define DOTS_ST_WindLeaf1TwitchHistory DOTS_ST_WindHistoryParam10 #define DOTS_ST_WindLeaf2RippleHistory DOTS_ST_WindHistoryParam11 #define DOTS_ST_WindLeaf2TumbleHistory DOTS_ST_WindHistoryParam12 #define DOTS_ST_WindLeaf2TwitchHistory DOTS_ST_WindHistoryParam13 #define DOTS_ST_WindFrondRippleHistory DOTS_ST_WindHistoryParam14 #define DOTS_ST_WindAnimationHistory DOTS_ST_WindHistoryParam15 UNITY_DOTS_INSTANCING_START(UserPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindVector) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindGlobal) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranch) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchTwitch) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchWhip) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAnchor) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAdherences) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindTurbulences) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Ripple) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Tumble) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Twitch) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Ripple) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Tumble) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Twitch) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindFrondRipple) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindAnimation) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindVectorHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindGlobalHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchTwitchHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchWhipHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAnchorHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAdherencesHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindTurbulencesHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1RippleHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1TumbleHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1TwitchHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2RippleHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2TumbleHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2TwitchHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindFrondRippleHistory) UNITY_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindAnimationHistory) UNITY_DOTS_INSTANCING_END(UserPropertyMetadata) #define _ST_WindVector UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindVector) #define _ST_WindGlobal UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindGlobal) #define _ST_WindBranch UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranch) #define _ST_WindBranchTwitch UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchTwitch) #define _ST_WindBranchWhip UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchWhip) #define _ST_WindBranchAnchor UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAnchor) #define _ST_WindBranchAdherences UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAdherences) #define _ST_WindTurbulences UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindTurbulences) #define _ST_WindLeaf1Ripple UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Ripple) #define _ST_WindLeaf1Tumble UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Tumble) #define _ST_WindLeaf1Twitch UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1Twitch) #define _ST_WindLeaf2Ripple UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Ripple) #define _ST_WindLeaf2Tumble UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Tumble) #define _ST_WindLeaf2Twitch UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2Twitch) #define _ST_WindFrondRipple UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindFrondRipple) #define _ST_WindAnimation UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindAnimation) #define _ST_WindVectorHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindVectorHistory) #define _ST_WindGlobalHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindGlobalHistory) #define _ST_WindBranchHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchHistory) #define _ST_WindBranchTwitchHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchTwitchHistory) #define _ST_WindBranchWhipHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchWhipHistory) #define _ST_WindBranchAnchorHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAnchorHistory) #define _ST_WindBranchAdherencesHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindBranchAdherencesHistory) #define _ST_WindTurbulencesHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindTurbulencesHistory) #define _ST_WindLeaf1RippleHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1RippleHistory) #define _ST_WindLeaf1TumbleHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1TumbleHistory) #define _ST_WindLeaf1TwitchHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf1TwitchHistory) #define _ST_WindLeaf2RippleHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2RippleHistory) #define _ST_WindLeaf2TumbleHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2TumbleHistory) #define _ST_WindLeaf2TwitchHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindLeaf2TwitchHistory) #define _ST_WindFrondRippleHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindFrondRippleHistory) #define _ST_WindAnimationHistory UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, DOTS_ST_WindAnimationHistory) #endif #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 /////////////////////////////////////////////////////////////////////// // Get_Wind*() functions float4 Get_WindVector(bool bHistory) { return bHistory ? _ST_WindVectorHistory : _ST_WindVector; } float4 Get_WindGlobal(bool bHistory) { return bHistory ? _ST_WindGlobalHistory : _ST_WindGlobal; } float4 Get_WindBranch(bool bHistory) { return bHistory ? _ST_WindBranchHistory : _ST_WindBranch; } float4 Get_WindBranchTwitch(bool bHistory) { return bHistory ? _ST_WindBranchTwitchHistory : _ST_WindBranchTwitch; } float4 Get_WindBranchWhip(bool bHistory) { return bHistory ? _ST_WindBranchWhipHistory : _ST_WindBranchWhip; } float4 Get_WindBranchAnchor(bool bHistory) { return bHistory ? _ST_WindBranchAnchorHistory : _ST_WindBranchAnchor; } float4 Get_WindBranchAdherences(bool bHistory) { return bHistory ? _ST_WindBranchAdherencesHistory : _ST_WindBranchAdherences; } float4 Get_WindTurbulences(bool bHistory) { return bHistory ? _ST_WindTurbulencesHistory : _ST_WindTurbulences; } float4 Get_WindLeaf1Ripple(bool bHistory) { return bHistory ? _ST_WindLeaf1RippleHistory : _ST_WindLeaf1Ripple; } float4 Get_WindLeaf1Tumble(bool bHistory) { return bHistory ? _ST_WindLeaf1TumbleHistory : _ST_WindLeaf1Tumble; } float4 Get_WindLeaf1Twitch(bool bHistory) { return bHistory ? _ST_WindLeaf1TwitchHistory : _ST_WindLeaf1Twitch; } float4 Get_WindLeaf2Ripple(bool bHistory) { return bHistory ? _ST_WindLeaf2RippleHistory : _ST_WindLeaf2Ripple; } float4 Get_WindLeaf2Tumble(bool bHistory) { return bHistory ? _ST_WindLeaf2TumbleHistory : _ST_WindLeaf2Tumble; } float4 Get_WindLeaf2Twitch(bool bHistory) { return bHistory ? _ST_WindLeaf2TwitchHistory : _ST_WindLeaf2Twitch; } float4 Get_WindFrondRipple(bool bHistory) { return bHistory ? _ST_WindFrondRippleHistory : _ST_WindFrondRipple; } float4 Get_WindAnimation(bool bHistory) { return bHistory ? _ST_WindAnimationHistory : _ST_WindAnimation; } /////////////////////////////////////////////////////////////////////// // 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, bool bHistory) { 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 - Get_WindVector(bHistory).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, bool bHistory) { // 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 const float4 windGlobal = Get_WindGlobal(bHistory); const float4 windBranchAdherences = Get_WindBranchAdherences(bHistory); 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 / windGlobal.z) * 0.25, 0.0) * windGlobal.z; #else float fAdjust = max(vPos.y - (1.0 / windGlobal.z) * 0.25, 0.0) * windGlobal.z; #endif if (fAdjust != 0.0) fAdjust = pow(abs(fAdjust), 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 = windGlobal.y * fOsc; // move a minimum amount based on direction adherence fMoveAmount += windBranchAdherences.x / 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, bool bHistory) { // 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, bHistory); 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, bool bHistory) { // 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, bHistory); vPos.xyz += vWindVector * fOsc * fDistance; // add in the direction, accounting for turbulence float fAdherenceScale = 1.0; if (bTurbulence) fAdherenceScale = Turbulence(fTime, fOffset, Get_WindAnimation(bHistory).x, fTurbulence); if (bWhip) fAdherenceScale += vOscillations.w * Get_WindVector(bHistory).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, bool bHistory) { // 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, bHistory); vPos.xyz += vWindVector * fOsc * fDistance; // add in the direction, accounting for turbulence float fAdherenceScale = 1.0; if (bTurbulence) fAdherenceScale = Turbulence(fTime, fOffset, Get_WindAnimation(bHistory).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 * Get_WindVector(bHistory).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, bool bHistory) { const float4 windBranch = Get_WindBranch(bHistory); const float4 windBranchTwitch = Get_WindBranchTwitch(bHistory); const float4 windBranchAdherences = Get_WindBranchAdherences(bHistory); const float4 windBarnchWhip = Get_WindBranchWhip(bHistory); const float4 windTurbulences = Get_WindTurbulences(bHistory); const bool bWhip = isPalmWind; const bool bRoll = false; const bool bComplex = true; if (isPalmWind) { const bool bTurbulence = true; vPos = DirectionalBranchWindFrondStyle( vPos, vInstancePos, vWindData.x, vWindData.y, windBranch.x, windBranch.y, windTurbulences.x, windBranchAdherences.y, windBranchTwitch.x, windBranchTwitch.y, windBarnchWhip.x, bWhip, bRoll, bComplex, bTurbulence, vRotatedWindVector, vRotatedBranchAnchor, bHistory ); } else { vPos = SimpleBranchWind( vPos, vInstancePos, vWindData.x, vWindData.y, windBranch.x, windBranch.y, windBranchTwitch.x, windBranchTwitch.y, windBarnchWhip.x, bWhip, bRoll, bComplex, vRotatedWindVector, bHistory ); } 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.xyz, vRotatedWindVector.xyz); 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, bool bHistory) { const float4 windLeaf2Ripple = Get_WindLeaf2Ripple(bHistory); const float4 windLeaf1Ripple = Get_WindLeaf1Ripple(bHistory); const float4 windLeaf1Tumble = Get_WindLeaf1Tumble(bHistory); const float4 windLeaf2Tumble = Get_WindLeaf2Tumble(bHistory); const float4 windLeaf1Twitch = Get_WindLeaf2Twitch(bHistory); const float4 windLeaf2Twitch = Get_WindLeaf2Twitch(bHistory); vPos = LeafRipple(vPos, vDirection, fScale, fPackedRippleDir, (bLeaf2 ? windLeaf2Ripple.x : windLeaf1Ripple.x), (bLeaf2 ? windLeaf2Ripple.y : windLeaf1Ripple.y), false, fRippleTrigOffset); if (isBestWind) { float3 vGrowthDir = UnpackNormalFromFloat(fPackedGrowthDir); vPos = LeafTumble(vPos, vDirection, fScale, vAnchor, vGrowthDir, fPackedGrowthDir, (bLeaf2 ? windLeaf2Tumble.x : windLeaf1Tumble.x), (bLeaf2 ? windLeaf2Tumble.y : windLeaf1Tumble.y), (bLeaf2 ? windLeaf2Tumble.z : windLeaf1Tumble.z), (bLeaf2 ? windLeaf2Tumble.w : windLeaf1Tumble.w), (bLeaf2 ? windLeaf2Twitch.xyz : windLeaf1Twitch.xyz), 0.0f, true, true, vRotatedWindVector); } return vPos; } /////////////////////////////////////////////////////////////////////// // RippleFrondOneSided float3 RippleFrondOneSided(float3 vPos, inout float3 vDirection, float fU, float fV, float fRippleScale, bool bHistory #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { float fOffset = 0.0; if (fU < 0.5) fOffset = 0.75; const float4 windFrondRipple = Get_WindFrondRipple(bHistory); float4 vOscillations = TrigApproximate(float4((windFrondRipple.x + fV) * windFrondRipple.z + fOffset, 0.0, 0.0, 0.0)); float fAmount = fRippleScale * vOscillations.x * windFrondRipple.y; float3 vOffset = fAmount * vDirection; vPos.xyz += vOffset; #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING vTangent.xyz = normalize(vTangent.xyz + vOffset * 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, bool bHistory #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { const float4 windFrondRipple = Get_WindFrondRipple(bHistory); float4 vOscillations = TrigApproximate(float4(windFrondRipple.x * fLengthPercent * windFrondRipple.z, 0.0, 0.0, 0.0)); float3 vRippleDir = UnpackNormalFromFloat(fPackedRippleDir); float fAmount = fRippleScale * vOscillations.x * windFrondRipple.y; float3 vOffset = fAmount * vRippleDir; vPos.xyz += vOffset; #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING vTangent.xyz = normalize(vTangent.xyz + vOffset * 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, bool bHistory #ifdef WIND_EFFECT_FROND_RIPPLE_ADJUST_LIGHTING , float3 vBinormal , float3 vTangent #endif ) { return RippleFrondOneSided(vPos, vDirection, fU, fV, fRippleScale, bHistory #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 bHistory ) { float3 vReturnPos = vPos; // check wind enabled & data available float3 windVector = Get_WindVector(bHistory).xyz; float3 rotatedWindVector = TransformWindVectorFromWorldToLocalSpace(windVector); if (iWindQuality == 0 || (length(rotatedWindVector) < 1.0e-5) ) { return vReturnPos; // sanity check that wind data is available } // do wind float4x4 matObjectToWorld = GetObjectToWorldMatrix(); float3 treePos = GetAbsolutePositionWS(float3(matObjectToWorld[0].w, matObjectToWorld[1].w, matObjectToWorld[2].w)); float globalWindTime = Get_WindGlobal(bHistory).x; // BILLBOARD WIND ======================================================================================================================= if(bBillboard) { vReturnPos = GlobalWind(vReturnPos, treePos, true, rotatedWindVector, globalWindTime, bHistory); return vReturnPos; } // 3D GEOMETRY WIND ===================================================================================================================== // leaf bool leafTwo = false; const int geometryType = GetGeometryType(vTexcoord3, leafTwo); const bool bDoLeafWind = ((iWindQuality == ST_WIND_QUALITY_FAST) || (iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST)) && geometryType > ST_GEOM_TYPE_FROND; if (bDoLeafWind) { const float3 anchor = float3(vTexcoord1.zw, vTexcoord2.w); const float leafWindTrigOffset = anchor.x + anchor.y; const bool bBestWind = (iWindQuality == ST_WIND_QUALITY_BEST); vReturnPos -= anchor; // remove anchor position vReturnPos = LeafWind(bBestWind, leafTwo, vReturnPos, vNormal, vTexcoord3.x, float3(0, 0, 0), vTexcoord3.y, vTexcoord3.z, leafWindTrigOffset, rotatedWindVector, bHistory); vReturnPos += anchor; // move back out to anchor } // frond wind (palm-only) const bool bDoPalmWind = iWindQuality == ST_WIND_QUALITY_PALM && geometryType == ST_GEOM_TYPE_FROND; if (bDoPalmWind) { vReturnPos = RippleFrond(vReturnPos, vNormal, vTexcoord0.x, vTexcoord0.y, vTexcoord3.x, vTexcoord3.y, vTexcoord3.z, bHistory); } // branch wind (applies to all 3D geometry) const bool bDoBranchWind = (iWindQuality == ST_WIND_QUALITY_BETTER) || (iWindQuality == ST_WIND_QUALITY_BEST) || (iWindQuality == ST_WIND_QUALITY_PALM); if (bDoBranchWind) { const float4 windBranchAnchorHistory = Get_WindBranchAnchor(bHistory); const float3 rotatedBranchAnchor = TransformWorldToObjectDir(windBranchAnchorHistory.xyz) * windBranchAnchorHistory.w; vReturnPos = BranchWind(bDoPalmWind, vReturnPos, treePos, float4(vTexcoord0.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor, bHistory); } // global wind vReturnPos = GlobalWind(vReturnPos, treePos, true, rotatedWindVector, globalWindTime, bHistory); return vReturnPos; } // ShaderGraph stub void SpeedTreeWind_float(float3 vPos, float3 vNormal, float4 vTexcoord0, float4 vTexcoord1, float4 vTexcoord2, float4 vTexcoord3, int iWindQuality, bool bBillboard, bool bHistory, out float3 outPos) { outPos = SpeedTreeWind(vPos, vNormal, vTexcoord0, vTexcoord1, vTexcoord2, vTexcoord3, iWindQuality, bBillboard, bHistory); } #endif // SPEEDTREE_WIND_8_INCLUDED