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Unity3D 制作绿草地,草坪,模型表面生成草地,草地效果Shader实现 草着色器 Brute Force - Grass Shader

發布時間:2024/8/1 编程问答 40 豆豆
生活随笔 收集整理的這篇文章主要介紹了 Unity3D 制作绿草地,草坪,模型表面生成草地,草地效果Shader实现 草着色器 Brute Force - Grass Shader 小編覺得挺不錯的,現在分享給大家,幫大家做個參考.

強大的草地著色器效果

僅提供學習使用




適用于 PC/Mac/Linux/Nintendo Switch 和移動設備的 Brute Force 交互式草著色器
與渲染管線 Standard ,URP 與 HDRP 兼容

  • 簡單: 拖放材料
  • 優化: 每種材料的自定義 LoD 距離衰減
  • 動態自定義陰影: 可以接收和投射陰影的草
  • 交互性: 使用簡單的粒子系統,您可以創建交互效果,例如鼠標/玩家位置上的軌跡
  • 定制: 完全可定制的草
  • 燈光支持: 4x 點燈和聚光燈支持
  • 地形: 使用紋理 Splat Map 繪制草。
  • VR 支持: 適用于多通道和單通道立體渲染
  • 毛皮: 也可以作為動物身上的簡單毛皮
  • 外殼紋理: 草資產使用外殼紋理技術
其中一個好用的Shader
// MADE BY MATTHIEU HOULLIER // Copyright 2021 BRUTE FORCE, all rights reserved. // You are authorized to use this work if you have purchased the asset. // Mail me at bruteforcegamesstudio@gmail.com if you have any questions or improvements you want. Shader "BruteForce/InteractiveGrass" {Properties{[Header(Tint Colors)][Space][MainColor]_Color("Tint Color",Color) = (0.5 ,0.5 ,0.5,1.0)_GroundColor("Tint Ground Color",Color) = (0.7 ,0.68 ,0.68,1.0)_SelfShadowColor("Shadow Color",Color) = (0.41 ,0.41 ,0.36,1.0)_ProjectedShadowColor("Projected Shadow Color",Color) = (0.45 ,0.42 ,0.04,1.0)_GrassShading("Grass Shading", Range(0.0, 1)) = 0.197_GrassSaturation("Grass Saturation", Float) = 2[Header(Textures)][Space][MainTexture]_MainTex("Color Grass", 2D) = "white" {}[NoScaleOffset]_GroundTex("Ground Texture", 2D) = "white" {}[NoScaleOffset]_NoGrassTex("No-Grass Texture", 2D) = "white" {}[NoScaleOffset]_GrassTex("Grass Pattern", 2D) = "white" {}[NoScaleOffset]_Noise("Noise Color", 2D) = "white" {}[NoScaleOffset]_Distortion("Distortion Wind", 2D) = "white" {}[Header(Geometry Values)][Space]_NumberOfStacks("Number Of Stacks", Range(0, 17)) = 12[Toggle(USE_SS)] _UseSuperStack("Use Ultra Grass (expensive)", Float) = 0_OffsetValue("Offset Normal", Float) = 1_OffsetVector("Offset Vector", Vector) = (0,0,0)_FadeDistanceStart("Fade-Distance Start", Float) = 16_FadeDistanceEnd("Fade-Distance End", Float) = 26_MinimumNumberStacks("Minimum Number Of Stacks", Range(0, 17)) = 2[Toggle(USE_CS)] _UseCS("Near Camera Smoosh", Float) = 1_NearCameraSmoosh("Near Camera Smoosh", Float) = 0.5[Header(Rim Lighting)][Space]_RimColor("Rim Color", Color) = (0.14, 0.18, 0.09, 1)_RimPower("Rim Power", Range(0.0, 8.0)) = 3.14_RimMin("Rim Min", Range(0,1)) = 0.241_RimMax("Rim Max", Range(0,1)) = 0.62[Header(Grass Values)][Space]_GrassThinness("Grass Thinness", Range(0.01, 2)) = 0.4_GrassThinnessIntersection("Grass Thinness Intersection", Range(0.01, 2)) = 0.43_TilingN1("Tiling Of Grass", Float) = 6.06_WindMovement("Wind Movement Speed", Float) = 0.55_WindForce("Wind Force", Float) = 0.35_TilingN3("Wind Noise Tiling", Float) = 1_GrassCut("Grass Cut", Range(0, 1)) = 0_TilingN2("Tiling Of Noise Color", Float) = 0.05_NoisePower("Noise Power", Float) = 2[Toggle(USE_RT)] _UseRT("Use RenderTexture Effect", Float) = 1[Toggle(USE_S)] _UseShadow("Use Shadows", Float) = 1[Toggle(USE_SC)] _UseShadowCast("Use Shadow Casting", Float) = 1[Toggle(USE_VR)] _UseVR("Use For VR", Float) = 0[Header(Procedural Tiling)][Space][Toggle(USE_PR)] _UsePR("Use Procedural Tiling (Reduce performance)", Float) = 0_ProceduralDistance("Tile start distance", Float) = 5.5_ProceduralStrength("Tile Smoothness", Float) = 1.5[Space][Toggle(USE_WC)] _UseWC("Use World Coordinates", Float) = 0_WorldScale("World Scale", Float) = 10_WorldRotation("World Rotation", Range(0, 360)) = 0[Space][Toggle(USE_TP)] _UseTP("Use Triplanar", Float) = 0[Header(Lighting Parameters)][Space]_LightIntensity("Additional Lights Intensity", Range(0.00, 4)) = 1[Toggle(USE_AL)] _UseAmbientLight("Use Ambient Light", Float) = 0}SubShader{Tags{"DisableBatching" = "true" }pass{Tags{ "LightMode" = "ForwardBase"}LOD 200ZWrite trueCGPROGRAM#pragma target 4.5#pragma require geometry// excluded shader from OpenGL ES 2.0 because it uses non-square matrices, if you need it to work on ES 2.0 comment the line below#pragma exclude_renderers gles#pragma vertex vert#pragma fragment frag#pragma geometry geom#pragma multi_compile_fog#pragma multi_compile_fwdbase#pragma shader_feature USE_RT#pragma shader_feature USE_PR#pragma shader_feature USE_WC#pragma shader_feature USE_S#pragma shader_feature USE_SC#pragma shader_feature USE_AL#pragma shader_feature USE_VR#pragma shader_feature USE_TP#pragma shader_feature USE_SS#pragma shader_feature USE_CS//#define SHADOWS_SCREEN#include "AutoLight.cginc"//#include "Lighting.cginc"#include "UnityCG.cginc"#pragma multi_compile _ LIGHTMAP_ONuniform float4 _LightColor0;uniform sampler2D _LightTexture0;struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;float4 normal : NORMAL; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif #ifdef LIGHTMAP_ONhalf4 texcoord1 : TEXCOORD1; #endif};struct v2g{float2 uv : TEXCOORD0;float4 pos : SV_POSITION;float4 objPos : TEXCOORD1;float3 normal : TEXCOORD2;SHADOW_COORDS(4)UNITY_FOG_COORDS(5)#ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif #ifdef LIGHTMAP_ONfloat2 lmap : TEXCOORD6; #endif};struct g2f{float2 uv : TEXCOORD0;float4 pos : SV_POSITION;float3 worldPos : TEXCOORD1;half1 color : TEXCOORD2;float3 normal : TEXCOORD3;SHADOW_COORDS(4)UNITY_FOG_COORDS(5) #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_IDUNITY_VERTEX_OUTPUT_STEREO #endif #ifdef LIGHTMAP_ONfloat2 lmap : TEXCOORD6; #endif};struct SHADOW_VERTEX // This is needed for custom shadow casting{float4 vertex : POSITION;};// Render Texture Effects //uniform Texture2D _GlobalEffectRT;uniform float3 _Position;uniform float _OrthographicCamSize;uniform float _HasRT;int _NumberOfStacks, _MinimumNumberStacks;Texture2D _MainTex;Texture2D _NoGrassTex;float4 _MainTex_ST;Texture2D _Distortion;sampler2D _GrassTex;Texture2D _Noise;Texture2D _GroundTex;float _TilingN1;float _TilingN2, _WindForce;float4 _Color, _SelfShadowColor, _GroundColor, _ProjectedShadowColor;float4 _OffsetVector;float _TilingN3;float _WindMovement, _OffsetValue;half _GrassThinness, _GrassShading, _GrassThinnessIntersection, _GrassCut;half4 _RimColor;half _RimPower, _NoisePower, _GrassSaturation, _FadeDistanceStart, _FadeDistanceEnd, _WorldScale, _WorldRotation, _NearCameraSmoosh;half _RimMin, _RimMax;float _ProceduralDistance, _ProceduralStrength;SamplerState my_linear_repeat_sampler;SamplerState my_linear_clamp_sampler;float2 hash2D2D(float2 s){//magic numbersreturn frac(sin(s)*4.5453);}//stochastic samplingfloat4 tex2DStochastic(sampler2D tex, float2 UV){float4x3 BW_vx;float2 skewUV = mul(float2x2 (1.0, 0.0, -0.57735027, 1.15470054), UV * 3.464);//vertex IDs and barycentric coordsfloat2 vxID = float2 (floor(skewUV));float3 barry = float3 (frac(skewUV), 0);barry.z = 1.0 - barry.x - barry.y;BW_vx = ((barry.z > 0) ?float4x3(float3(vxID, 0), float3(vxID + float2(0, 1), 0), float3(vxID + float2(1, 0), 0), barry.zyx) :float4x3(float3(vxID + float2 (1, 1), 0), float3(vxID + float2 (1, 0), 0), float3(vxID + float2 (0, 1), 0), float3(-barry.z, 1.0 - barry.y, 1.0 - barry.x)));//calculate derivatives to avoid triangular grid artifactsfloat2 dx = ddx(UV);float2 dy = ddy(UV);float4 stochasticTex = mul(tex2D(tex, UV + hash2D2D(BW_vx[0].xy), dx, dy), BW_vx[3].x) +mul(tex2D(tex, UV + hash2D2D(BW_vx[1].xy), dx, dy), BW_vx[3].y) +mul(tex2D(tex, UV + hash2D2D(BW_vx[2].xy), dx, dy), BW_vx[3].z);return stochasticTex;}v2g vert(appdata v){v2g o; #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(v);UNITY_TRANSFER_INSTANCE_ID(v, o); #endifo.objPos = v.vertex;o.pos = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex); #ifdef SHADOWS_SCREENo._ShadowCoord = ComputeScreenPos(o.pos); #endifo.normal = v.normal; #ifdef LIGHTMAP_ONo.lmap = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endifUNITY_TRANSFER_FOG(o, o.pos);return o;}#define UnityObjectToWorld(o) mul(unity_ObjectToWorld, float4(o.xyz,1.0)) #ifdef USE_SS[instance(3)] #else[instance(1)] #endif[maxvertexcount(51)]void geom(triangle v2g input[3], uint InstanceID : SV_GSInstanceID, inout TriangleStream<g2f> tristream){g2f o;SHADOW_VERTEX v;_OffsetValue *= 0.01;#ifdef USE_SSfloat numInstance = 3; #elsefloat numInstance = 1; #endif// Loop 3 times for the base ground geometryfor (int j = 0; j < 3; j++){ #ifdef USE_SSif (InstanceID > 0){continue;} #endif #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[j]);UNITY_TRANSFER_INSTANCE_ID(input[j], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endifo.uv = input[j].uv;o.pos = input[j].pos;o.color = 0.0 + _GrassCut;o.normal = normalize(mul(float4(input[j].normal, 0.0), unity_WorldToObject).xyz);o.worldPos = UnityObjectToWorld(input[j].objPos); #ifdef SHADOWS_SCREENo._ShadowCoord = input[j]._ShadowCoord; #endifUNITY_TRANSFER_FOG(o, o.pos); #ifdef LIGHTMAP_ONo.lmap = input[j].lmap.xy; #endiftristream.Append(o);}tristream.RestartStrip();float dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld((input[0].objPos / 3 + input[1].objPos / 3 + input[2].objPos / 3)));if (dist > 0){int NumStacks = lerp(_NumberOfStacks + 1, 0, (dist - _FadeDistanceStart)*(1 / max(_FadeDistanceEnd - _FadeDistanceStart, 0.0001)));//Clamp because people will start dividing by 0_NumberOfStacks = min(clamp(NumStacks, clamp(_MinimumNumberStacks, 0, _NumberOfStacks), 17), _NumberOfStacks);}float4 P; // P is shadow coords new positionfloat4 objSpace; // objSpace is the vertex new positionfloat4 offsetNormalI = (_OffsetVector / numInstance * 0.01) * (InstanceID + 1);float thicknessModifier = 1;// Loop 3 times * numbersOfStacks for the grassfor (float i = 1; i <= _NumberOfStacks; i++){float4 offsetNormal = _OffsetVector * i*0.01;for (int ii = 0; ii < 3; ii++){ #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[ii]);UNITY_TRANSFER_INSTANCE_ID(input[ii], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endif #ifdef LIGHTMAP_ONo.lmap = input[ii].lmap.xy; #endiffloat4 NewNormal = float4(normalize(input[ii].normal)* _OffsetValue, 0); #ifdef USE_CSfloat dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld(input[ii].objPos));if (dist > 0){thicknessModifier = lerp(0.001, 1, saturate((dist - _NearCameraSmoosh) * 0.33));} #endif #ifdef SHADOWS_SCREEN//P = input[ii]._ShadowCoord + _OffsetVector * _NumberOfStacks*0.01;P = input[ii]._ShadowCoord; #else//P = _OffsetVector * _NumberOfStacks*0.01 ;P = 1 ; #endifobjSpace = float4(input[ii].objPos + NewNormal * thicknessModifier * i + offsetNormal * thicknessModifier - (NewNormal * thicknessModifier / numInstance) * (InstanceID + 1) - offsetNormalI * thicknessModifier);o.color = (i / (_NumberOfStacks - _GrassCut)) - ((1 * InstanceID) / (_NumberOfStacks * numInstance)); #ifdef USE_SSif (InstanceID <= 2 && _NumberOfStacks == 17 && i == 1){o.color = 0.05;} #endifo.uv = input[ii].uv;o.pos = UnityObjectToClipPos(objSpace); #ifdef SHADOWS_SCREENo._ShadowCoord = P; #endifo.worldPos = UnityObjectToWorld(objSpace);o.normal = normalize(mul(float4(input[ii].normal, 0.0), unity_WorldToObject).xyz);#if defined(USE_SC) && defined(USE_S)v.vertex = mul(unity_WorldToObject, UnityObjectToWorld(objSpace));TRANSFER_VERTEX_TO_FRAGMENT(o); #endifUNITY_TRANSFER_FOG(o, o.pos);tristream.Append(o);}tristream.RestartStrip();}}half4 frag(g2f i) : SV_Target{ #ifdef USE_VRUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #endif//Calculate Distance to camerafloat dist = 1;float2 mainUV;//Setup Coordinate Space #ifdef USE_WCmainUV = i.worldPos.xz/ max(_WorldScale,0.001); float rotationAngle = _WorldRotation * UNITY_PI / 180.0;float sina, cosa;sincos(rotationAngle, sina, cosa);float2x2 m = float2x2(cosa, -sina, sina, cosa);mainUV = mul(m, mainUV.xy); #elsemainUV = i.uv; #endif #ifdef USE_PRdist = clamp(lerp(0, 1, (distance(_WorldSpaceCameraPos, i.worldPos)- _ProceduralDistance) / max(_ProceduralStrength,0.05)), 0, 1); #endiffloat2 uv = i.worldPos.xz - _Position.xz;uv = uv / (_OrthographicCamSize * 2);uv += 0.5;float bRipple = 1; #ifdef USE_RTif (_HasRT){bRipple = 1 - clamp(_GlobalEffectRT.Sample(my_linear_clamp_sampler, uv).b * 5, 0, 2);} #endiffloat2 dis = _Distortion.Sample(my_linear_repeat_sampler, mainUV *_TilingN3 + _Time.xx * 3 * _WindMovement);float displacementStrengh = 0.6* (((sin(_Time.y + dis * 5) + sin(_Time.y*0.5 + 1.051)) / 5.0) + 0.15*dis)*bRipple; //hmm mathdis = dis * displacementStrengh*(i.color.r*1.3)*_WindForce*bRipple;float ripples = 0.25;float ripples2 = 0;float ripples3 = 0;float ripplesG = 0; #ifdef USE_RTif (_HasRT){// .b(lue) = Grass height / .r(ed) = Grass shadow / .g(reen) is unassigned you can put anything you want if you need a new effect #ifdef USE_TPfloat3 rippleMain = _GlobalEffectRT.Sample(my_linear_clamp_sampler, float2((i.uv.x / _MainTex_ST.x) - _MainTex_ST.z, (i.uv.y / _MainTex_ST.y) - _MainTex_ST.w) + dis.xy * 0.04); #elsefloat3 rippleMain = _GlobalEffectRT.Sample(my_linear_clamp_sampler, uv + dis.xy * 0.04); #endifripples = (0.25 - rippleMain.z);ripples2 = (rippleMain.x);ripplesG = (0 - rippleMain.y);ripples3 = (0 - ripples2) * ripples2;} #endiffloat3 normalDir = i.normal;float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - i.worldPos.xyz);float rim = 1 - saturate(dot(viewDir, normalDir));float3 rimLight = pow(rim, _RimPower);rimLight = smoothstep(_RimMin, _RimMax, rimLight); #ifdef USE_PRfloat3 grassPattern = lerp(tex2D(_GrassTex, mainUV *_TilingN1 + dis.xy), tex2DStochastic(_GrassTex, mainUV *_TilingN1 + dis.xy), dist); #elsefloat3 grassPattern = tex2D(_GrassTex, mainUV *_TilingN1 + dis.xy); #endiffloat3 noise = _Noise.Sample(my_linear_repeat_sampler, mainUV * _TilingN2 + dis.xy) * _NoisePower;half4 col = _MainTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy*0.09);half4 colGround = _GroundTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy*0.05);half3 NoGrass = _NoGrassTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy*0.05);NoGrass.r = saturate(NoGrass.r + ripplesG);half alpha = step(1 - ((col.x + col.y + col.z + grassPattern.x) * _GrassThinness)*((2 - i.color.r)*NoGrass.r*grassPattern.x)*saturate(ripples + 1)*saturate(ripples + 1), ((1 - i.color.r)*(ripples + 1))*(NoGrass.r*grassPattern.x)*_GrassThinness - dis.x * 5);alpha = lerp(alpha, alpha + (grassPattern.x*NoGrass.r*(1 - i.color.r))*_GrassThinnessIntersection, 1 - (NoGrass.r)*(ripples*NoGrass.r + 0.75));if (i.color.r >= 0.02){if (alpha*(ripples3 + 1) - (i.color.r) < -0.02)discard;}_Color *= 2;col.xyz = (pow(col, _GrassSaturation) * _GrassSaturation)*float3(_Color.x, _Color.y, _Color.z);col.xyz *= saturate(lerp(_SelfShadowColor, 1, pow(i.color.x, 1.1)) + (_GrassShading * (ripples * 1 + 1) - noise.x*dis.x * 2) + (1 - NoGrass.r) - noise.x*dis.x * 2);col.xyz *= _Color * (ripples*-0.1 + 1);col.xyz *= 1 - (ripples2*(1 - saturate(i.color.r - 0.7)));if (i.color.r < 0.02){colGround.xyz *= ((1 - NoGrass.r)*_GroundColor*_GroundColor * 2);col.xyz = lerp(col.xyz, colGround.xyz, 1 - NoGrass.r);}col.xyz += _RimColor.rgb * pow(rimLight, _RimPower); #ifdef USE_Shalf3 lm = 1; #ifdef LIGHTMAP_ONlm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lmap));col.rgb *= saturate(lm+0.1); #elsefloat shadowmap = LIGHT_ATTENUATION(i);half3 shadowmapColor = lerp(_ProjectedShadowColor, 1, shadowmap);col.xyz = col.xyz * saturate(shadowmapColor);if (_LightColor0.r+ _LightColor0.g+ _LightColor0.b > 0){col.xyz *= _LightColor0;} #endif #endif #ifdef USE_ALcol.rgb = saturate( col.rgb + (ShadeSH9(half4(i.normal, 1))-0.5)*0.5); #endifUNITY_APPLY_FOG(i.fogCoord, col);return col;}ENDCG}// SHADOW CASTING PASS, this will redraw geometry so keep this pass disabled if you want to save performance// Keep it if you want depth for post process or if you're using deferred renderingPass{Tags {"LightMode" = "ShadowCaster"}CGPROGRAM#pragma target 4.5#pragma require geometry#pragma vertex vert#pragma fragment frag#pragma geometry geom#pragma shader_feature USE_RT#pragma shader_feature USE_SC#pragma shader_feature USE_S#pragma shader_feature USE_WC#pragma shader_feature USE_VR#pragma shader_feature USE_TP#pragma shader_feature USE_SS#pragma shader_feature USE_CS#include "UnityCG.cginc"struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;float4 normal : NORMAL; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif};struct v2g{float2 uv : TEXCOORD0;float4 pos : SV_POSITION;float4 objPos : TEXCOORD1;float3 normal : TEXCOORD3; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif};struct g2f{float2 uv : TEXCOORD0;float3 worldPos : TEXCOORD1;float3 normal : TEXCOORD3;float1 color : TEXCOORD2;V2F_SHADOW_CASTER; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_IDUNITY_VERTEX_OUTPUT_STEREO #endif};struct SHADOW_VERTEX{float4 vertex : POSITION;};Texture2D _MainTex;Texture2D _NoGrassTex;Texture2D _Noise;uniform Texture2D _GlobalEffectRT;uniform float3 _Position;uniform float _OrthographicCamSize;uniform float _HasRT;int _NumberOfStacks, _MinimumNumberStacks;float4 _MainTex_ST;Texture2D _Distortion;Texture2D _GrassTex;float _TilingN1;float _WindForce, _TilingN2;float4 _OffsetVector;float _TilingN3;float _WindMovement, _OffsetValue, _FadeDistanceStart, _FadeDistanceEnd, _WorldScale, _WorldRotation;half _GrassThinness, _GrassThinnessIntersection, _GrassCut, _NoisePower, _NearCameraSmoosh;SamplerState my_linear_repeat_sampler;SamplerState my_linear_clamp_sampler;v2g vert(appdata v){v2g o; #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(v);UNITY_TRANSFER_INSTANCE_ID(v, o); #endifo.objPos = v.vertex;o.pos = UnityObjectToClipPos(v.vertex);o.normal = v.normal;TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}#define UnityObjectToWorld(o) mul(unity_ObjectToWorld, float4(o.xyz,1.0)) #ifdef USE_SS[instance(3)] #else[instance(1)] #endif[maxvertexcount(51)]void geom(triangle v2g input[3], uint InstanceID : SV_GSInstanceID, inout TriangleStream<g2f> tristream) {g2f o;SHADOW_VERTEX v;_OffsetValue *= 0.01;#ifdef USE_SSfloat numInstance = 3; #elsefloat numInstance = 1; #endiffor (int j = 0; j < 3; j++){ #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[j]);UNITY_TRANSFER_INSTANCE_ID(input[j], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endifo.uv = input[j].uv;o.pos = input[j].pos;o.color = float3(0 + _GrassCut, 0 + _GrassCut, 0 + _GrassCut);o.normal = normalize(mul(float4(input[j].normal, 0.0), unity_WorldToObject).xyz);o.worldPos = UnityObjectToWorld(input[j].objPos);tristream.Append(o);} #if defined(USE_SC) && defined(USE_S)float4 P;float4 objSpace;tristream.RestartStrip();float dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld((input[0].objPos / 3 + input[1].objPos / 3 + input[2].objPos / 3)));if (dist > 0){int NumStacks = lerp(_NumberOfStacks + 1, 0, (dist - _FadeDistanceStart)*(1 / max(_FadeDistanceEnd - _FadeDistanceStart, 0.0001)));//Clamp because people will start dividing by 0_NumberOfStacks = min(clamp(NumStacks, clamp(_MinimumNumberStacks, 0, _NumberOfStacks), 17), _NumberOfStacks);}for (float i = 1; i <= _NumberOfStacks; i++){float4 offsetNormal = _OffsetVector * i*0.01;float4 offsetNormalI = (_OffsetVector / numInstance * 0.01) * (InstanceID + 1);for (int ii = 0; ii < 3; ii++){ #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[ii]);UNITY_TRANSFER_INSTANCE_ID(input[ii], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endiffloat thicknessModifier = 1; #ifdef USE_CSfloat dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld(input[ii].objPos));if (dist > 0){thicknessModifier = lerp(0.001, 1, saturate((dist - _NearCameraSmoosh) * 0.33));} #endiffloat4 NewNormal = float4(normalize(input[ii].normal) * _OffsetValue, 0);objSpace = float4(input[ii].objPos + NewNormal * thicknessModifier * i + offsetNormal * thicknessModifier - (NewNormal * thicknessModifier / numInstance) * (InstanceID + 1) - offsetNormalI * thicknessModifier);// Not a very good solution for shadow biasif (i >= _NumberOfStacks - 1){objSpace -= unity_LightShadowBias.z;}o.color = (i / (_NumberOfStacks - _GrassCut)) - ((1 * InstanceID) / (_NumberOfStacks * numInstance)); #ifdef USE_SSif (InstanceID <= 2 && _NumberOfStacks == 17 && i == 1){o.color = 0.05;} #endifo.uv = input[ii].uv;o.pos = UnityObjectToClipPos(objSpace);o.worldPos = UnityObjectToWorld(objSpace);o.normal = normalize(mul(float4(input[ii].normal, 0.0), unity_WorldToObject).xyz);tristream.Append(o);}tristream.RestartStrip();} #endif}float4 frag(g2f i) : SV_Target{float2 mainUV;//Setup Coordinate Space #ifdef USE_WCmainUV = i.worldPos.xz / max(_WorldScale,0.001);float rotationAngle = _WorldRotation * UNITY_PI / 180.0;float sina, cosa;sincos(rotationAngle, sina, cosa);float2x2 m = float2x2(cosa, -sina, sina, cosa);mainUV = mul(m, mainUV.xy); #elsemainUV = i.uv; #endif#if defined(USE_SC) && defined(USE_S)float2 uv = i.worldPos.xz - _Position.xz;uv = uv / (_OrthographicCamSize * 2);uv += 0.5;float bRipple = 1; #ifdef USE_RTif (_HasRT){bRipple = 1 - clamp(_GlobalEffectRT.Sample(my_linear_clamp_sampler, uv).b * 5, 0, 2);} #endiffloat2 dis = _Distortion.Sample(my_linear_repeat_sampler, mainUV * _TilingN3 + _Time.xx * 3 * _WindMovement);float displacementStrengh = 0.6* (((sin(_Time.y + dis * 5) + sin(_Time.y*0.5 + 1.051)) / 5.0) + 0.15*dis)*bRipple; //hmm mathdis = dis * displacementStrengh*(i.color.r*1.3)*_WindForce*bRipple;float ripples = 0.25;float ripples2 = 0;float ripplesG = 0;float ripples3 = 0;#ifdef USE_RTif (_HasRT){// .b(lue) = Grass height / .r(ed) = Grass shadow / .g(reen) is unassigned you can put anything you want if you need a new effect #ifdef USE_TPfloat3 rippleMain = _GlobalEffectRT.Sample(my_linear_clamp_sampler, float2((i.uv.x / _MainTex_ST.x) - _MainTex_ST.z, (i.uv.y / _MainTex_ST.y) - _MainTex_ST.w) + dis.xy * 0.04); #elsefloat3 rippleMain = _GlobalEffectRT.Sample(my_linear_clamp_sampler, uv + dis.xy * 0.04); #endifripples = (0.25 - rippleMain.z);ripples2 = (rippleMain.x);ripplesG = (0 - rippleMain.y);ripples3 = (0 - ripples2) * ripples2;} #endifhalf4 col = _MainTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy * 0.09);float3 noise = _Noise.Sample(my_linear_repeat_sampler, mainUV * _TilingN2 + dis.xy) * _NoisePower;float3 grassPattern = _GrassTex.Sample(my_linear_repeat_sampler, mainUV * _TilingN1 + dis.xy);half3 NoGrass = _NoGrassTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy * 0.05);NoGrass.r = saturate(NoGrass.r + ripplesG);half alpha = step(1 - ((col.x + col.y + col.z + grassPattern.x) * _GrassThinness) * ((2 - i.color.r) * NoGrass.r * grassPattern.x) * saturate(ripples + 1) * saturate(ripples + 1), ((1 - i.color.r) * (ripples + 1)) * (NoGrass.r * grassPattern.x) * _GrassThinness - dis.x * 5);alpha = lerp(alpha, alpha + (grassPattern.x * NoGrass.r * (1 - i.color.r)) * _GrassThinnessIntersection, 1 - (NoGrass.r) * (ripples * NoGrass.r + 0.75));if (i.color.r >= 0.01){if (alpha*(ripples3 + 1) - (i.color.r) < -0.02)discard;}SHADOW_CASTER_FRAGMENT(i)//return col; //For debugging #elseSHADOW_CASTER_FRAGMENT(i) #endif}ENDCG}Pass{Tags { "LightMode" = "ForwardAdd"}// pass for additional light sourcesBlend OneMinusDstColor One // AdditiveCGPROGRAM#pragma target 4.5#pragma require geometry#pragma vertex vert#pragma fragment frag#pragma geometry geom#pragma shader_feature USE_RT#pragma shader_feature USE_WC#pragma shader_feature USE_VR#pragma shader_feature USE_SS#pragma shader_feature USE_CS#include "UnityCG.cginc"uniform float4 _LightColor0;uniform float4x4 unity_WorldToLight;uniform sampler2D _LightTexture0;Texture2D _MainTex;Texture2D _NoGrassTex;Texture2D _Noise;uniform Texture2D _GlobalEffectRT;uniform float3 _Position;uniform float _OrthographicCamSize;uniform float _HasRT;int _NumberOfStacks, _MinimumNumberStacks;float4 _MainTex_ST;Texture2D _Distortion;sampler2D _GrassTex;float _TilingN1;float _WindForce, _TilingN2;float4 _OffsetVector, _Color, _SelfShadowColor, _GroundColor;float _TilingN3;float _WindMovement, _OffsetValue, _FadeDistanceStart, _FadeDistanceEnd, _WorldScale, _WorldRotation;half _GrassThinness, _GrassThinnessIntersection, _GrassCut, _NoisePower;SamplerState my_linear_repeat_sampler;SamplerState my_linear_clamp_sampler;half _LightIntensity, _GrassSaturation, _GrassShading, _NearCameraSmoosh;Texture2D _GroundTex;struct appdata{float4 vertex : POSITION;float2 uv : TEXCOORD0;float3 normal : NORMAL;float4 worldPos : TEXCOORD1;float4 posLight : TEXCOORD2; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif};struct v2g {float2 uv : TEXCOORD0;float4 pos : SV_POSITION;float3 normal : NORMAL;float4 worldPos : TEXCOORD1;float4 posLight : TEXCOORD2;float4 objPos : TEXCOORD3; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_ID #endif};struct g2f {float2 uv : TEXCOORD0;float4 pos : SV_POSITION;float4 worldPos : TEXCOORD1;float4 posLight : TEXCOORD2;float1 color : TEXCOORD3;float3 normal : TEXCOORD4; #ifdef USE_VRUNITY_VERTEX_INPUT_INSTANCE_IDUNITY_VERTEX_OUTPUT_STEREO #endif};v2g vert(appdata v){v2g o;#ifdef USE_VRUNITY_SETUP_INSTANCE_ID(v);UNITY_TRANSFER_INSTANCE_ID(v, o); #endiffloat4x4 modelMatrix = unity_ObjectToWorld;float4x4 modelMatrixInverse = unity_WorldToObject;o.objPos = v.vertex;o.worldPos = mul(modelMatrix, v.vertex);o.posLight = mul(unity_WorldToLight, o.worldPos);o.normal = v.normal;o.pos = UnityObjectToClipPos(v.vertex);o.uv = TRANSFORM_TEX(v.uv, _MainTex);return o;}#define UnityObjectToWorld(o) mul(unity_ObjectToWorld, float4(o.xyz,1.0)) #ifdef USE_SS[instance(3)] #else[instance(1)] #endif[maxvertexcount(51)]void geom(triangle v2g input[3], uint InstanceID : SV_GSInstanceID, inout TriangleStream<g2f> tristream) {g2f o;_OffsetValue *= 0.01;#ifdef USE_SSfloat numInstance = 3; #elsefloat numInstance = 1; #endiffor (int j = 0; j < 3; j++){ #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[j]);UNITY_TRANSFER_INSTANCE_ID(input[j], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endifo.uv = input[j].uv;o.pos = input[j].pos;o.color = float3(0 + _GrassCut, 0 + _GrassCut, 0 + _GrassCut);o.normal = normalize(mul(float4(input[j].normal, 0.0), unity_WorldToObject).xyz);o.worldPos = UnityObjectToWorld(input[j].objPos);o.posLight = mul(unity_WorldToLight, input[j].worldPos);tristream.Append(o);}float4 objSpace;tristream.RestartStrip();float dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld((input[0].objPos / 3 + input[1].objPos / 3 + input[2].objPos / 3)));if (dist > 0){int NumStacks = lerp(_NumberOfStacks + 1, 0, (dist - _FadeDistanceStart)*(1 / max(_FadeDistanceEnd - _FadeDistanceStart, 0.0001)));//Clamp because people will start dividing by 0_NumberOfStacks = min(clamp(NumStacks, clamp(_MinimumNumberStacks, 0, _NumberOfStacks), 17), _NumberOfStacks);}for (float i = 1; i <= _NumberOfStacks; i++){float4 offsetNormal = _OffsetVector * i*0.01;float4 offsetNormalI = (_OffsetVector / 1 * 0.01) * (0 + 1);for (int ii = 0; ii < 3; ii++){ #ifdef USE_VRUNITY_SETUP_INSTANCE_ID(input[ii]);UNITY_TRANSFER_INSTANCE_ID(input[ii], o);UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endiffloat thicknessModifier = 1; #ifdef USE_CSfloat dist = distance(_WorldSpaceCameraPos, UnityObjectToWorld(input[ii].objPos));if (dist > 0){thicknessModifier = lerp(0.001, 1, saturate((dist - _NearCameraSmoosh) * 0.33));} #endiffloat4 NewNormal = float4(normalize(input[ii].normal) * _OffsetValue, 0);objSpace = float4(input[ii].objPos + NewNormal * thicknessModifier * i + offsetNormal * thicknessModifier - (NewNormal * thicknessModifier / numInstance) * (InstanceID + 1) - offsetNormalI * thicknessModifier);o.color = (i / (_NumberOfStacks - _GrassCut)) - ((1 * InstanceID) / (_NumberOfStacks * numInstance)); #ifdef USE_SSif (InstanceID <= 2 && _NumberOfStacks == 17 && i == 1){o.color = 0.05;} #endifo.uv = input[ii].uv;o.pos = UnityObjectToClipPos(objSpace);o.worldPos = UnityObjectToWorld(objSpace);o.normal = normalize(mul(float4(input[ii].normal, 0.0), unity_WorldToObject).xyz);o.posLight = mul(unity_WorldToLight, input[ii].worldPos);tristream.Append(o);}tristream.RestartStrip();}}float4 frag(g2f i) : COLOR{float2 mainUV;//Setup Coordinate Space#ifdef USE_WCmainUV = i.worldPos.xz / max(_WorldScale,0.001);float rotationAngle = _WorldRotation * UNITY_PI / 180.0;float sina, cosa;sincos(rotationAngle, sina, cosa);float2x2 m = float2x2(cosa, -sina, sina, cosa);mainUV = mul(m, mainUV.xy);#elsemainUV = i.uv;#endiffloat2 uv = i.worldPos.xz - _Position.xz;uv = uv / (_OrthographicCamSize * 2);uv += 0.5;float bRipple = 1;#ifdef USE_RTif (_HasRT){bRipple = 1 - clamp(_GlobalEffectRT.Sample(my_linear_clamp_sampler, uv).b * 5, 0, 2);} #endiffloat2 dis = _Distortion.Sample(my_linear_repeat_sampler, mainUV * _TilingN3 + _Time.xx * 3 * _WindMovement);float displacementStrengh = 0.6* (((sin(_Time.y + dis * 5) + sin(_Time.y*0.5 + 1.051)) / 5.0) + 0.15*dis)*bRipple; //hmm mathdis = dis * displacementStrengh*(i.color.r*1.3)*_WindForce*bRipple;float ripples = 0.25;float ripples2 = 0;float ripplesG = 0;float ripples3 = 0;#ifdef USE_RTif (_HasRT){// .b(lue) = Grass height / .r(ed) = Grass shadow / .g(reen) is unassigned you can put anything you want if you need a new effectfloat3 rippleMain = _GlobalEffectRT.Sample(my_linear_clamp_sampler, uv + dis.xy * 0.04);ripples = (0.25 - rippleMain.z);ripples2 = (rippleMain.x);ripplesG = (0 - rippleMain.y);ripples3 = (0 - ripples2) * ripples2;}#endifhalf4 col = _MainTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy * 0.09);float3 noise = _Noise.Sample(my_linear_repeat_sampler, mainUV * _TilingN2 + dis.xy) * _NoisePower;float3 grassPattern = tex2D(_GrassTex, mainUV * _TilingN1 + dis.xy);half3 NoGrass = _NoGrassTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy * 0.05);NoGrass.r = saturate(NoGrass.r + ripplesG);half alpha = step(1 - ((col.x + col.y + col.z + grassPattern.x) * _GrassThinness) * ((2 - i.color.r) * NoGrass.r * grassPattern.x) * saturate(ripples + 1) * saturate(ripples + 1), ((1 - i.color.r) * (ripples + 1)) * (NoGrass.r * grassPattern.x) * _GrassThinness - dis.x * 5);alpha = lerp(alpha, alpha + (grassPattern.x * NoGrass.r * (1 - i.color.r)) * _GrassThinnessIntersection, 1 - (NoGrass.r) * (ripples * NoGrass.r + 0.75));if (i.color.r >= 0.02){if (alpha*(ripples3 + 1) - (i.color.r) < -0.02)discard;}float3 normalDirection = normalize(i.normal);float3 lightDirection;float attenuation;float cookieAttenuation = 1.0;if (0.0 == _WorldSpaceLightPos0.w) // directional light{attenuation = 1.0; // no attenuationlightDirection = normalize(_WorldSpaceLightPos0.xyz);cookieAttenuation = tex2D(_LightTexture0, i.posLight.xy).a;}else if (1.0 != unity_WorldToLight[3][3]) // spot light{attenuation = 1.0; // no attenuationlightDirection = normalize(_WorldSpaceLightPos0.xyz);cookieAttenuation = tex2D(_LightTexture0,i.posLight.xy / i.posLight.w + float2(0.5, 0.5)).a;}else // point light{float3 vertexToLightSource = _WorldSpaceLightPos0.xyz - i.worldPos.xyz;lightDirection = normalize(vertexToLightSource);float3 lightCoord = mul(unity_WorldToLight, float4(i.worldPos.xyz, 1)).xyz;fixed atten = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).UNITY_ATTEN_CHANNEL;half ndotl = saturate(dot(i.normal, lightDirection));attenuation = ndotl * atten;}float3 diffuseReflection = attenuation * _LightColor0.rgb * max(0.0, dot(normalDirection, lightDirection));float3 finalLightColor = cookieAttenuation * diffuseReflection*saturate(i.color.r + 0.5);finalLightColor *= _LightIntensity;_Color *= 2;col.xyz = (pow(col, _GrassSaturation) * _GrassSaturation) * float3(_Color.x, _Color.y, _Color.z);col.xyz *= saturate(lerp(_SelfShadowColor, 1, pow(i.color.x, 1.1)) + (_GrassShading * (ripples * 1 + 1) - noise.x * dis.x * 2) + (1 - NoGrass.r) - noise.x * dis.x * 2);col.xyz *= _Color * (ripples * -0.1 + 1);col.xyz *= 1 - (ripples2 * (1 - saturate(i.color.r - 0.7)));half4 colGround = _GroundTex.Sample(my_linear_repeat_sampler, mainUV + dis.xy * 0.05);if (i.color.r <= 0.01){colGround.xyz *= ((1 - NoGrass.r) * _GroundColor * _GroundColor * 2);col.xyz = lerp(col.xyz, colGround.xyz, 1 - NoGrass.r);}finalLightColor = saturate(finalLightColor * col.xyz);return float4(finalLightColor, 1.0);}ENDCG}}// Fallback "VertexLit" }

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