diff options
| author | yum <yum.food.vr@gmail.com> | 2025-03-25 19:12:49 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-03-25 19:12:49 -0700 |
| commit | 274f601c9c49f69e4acef24b56982190b5b0bf93 (patch) | |
| tree | 8c241e6cb0310485edb7db96d42d164189753c4b | |
| parent | ccdda956f7de812bb9c318161c6852301a60d413 (diff) | |
Continue work on tessellation
| -rw-r--r-- | 2ner.cginc | 11 | ||||
| -rw-r--r-- | 2ner.shader | 28 | ||||
| -rw-r--r-- | features.cginc | 1 | ||||
| -rw-r--r-- | glitter.cginc | 2 | ||||
| -rw-r--r-- | globals.cginc | 8 | ||||
| -rw-r--r-- | shatter_wave.cginc | 6 | ||||
| -rw-r--r-- | tessellation.cginc | 36 |
7 files changed, 67 insertions, 25 deletions
@@ -66,17 +66,13 @@ v2f vert(appdata v) { UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-#if defined(_SHATTER_WAVE)
- shatterWaveVert(v.vertex.xyz, v.normal, v.tangent);
-#endif
-
#if defined(_SPHERIZE)
{
- float3 tgt_normal = normalize(v.vertex.xyz);
+ float3 tgt_normal = normalize(o.objPos.xyz);
float3 tgt_tangent = normalize(float3(tgt_normal.y, -tgt_normal.x, 0));
float3 tgt_pos = tgt_normal * _Spherize_Radius;
- v.normal = normalize(lerp(v.normal, tgt_normal, _Spherize_Strength));
- v.vertex.xyz = lerp(v.vertex.xyz, tgt_pos, _Spherize_Strength);
+ o.normal = normalize(lerp(o.normal, tgt_normal, _Spherize_Strength));
+ o.objPos.xyz = lerp(o.objPos.xyz, tgt_pos, _Spherize_Strength);
}
#endif
@@ -184,6 +180,7 @@ float4 frag(v2f i i.normal = normalize(i.normal);
#if defined(_SHATTER_WAVE)
+ shatterWaveFrag(i.normal, i.objPos);
{
float4 clip_pos = mul(UNITY_MATRIX_VP, float4(i.worldPos, 1.0));
depth = clip_pos.z / clip_pos.w;
diff --git a/2ner.shader b/2ner.shader index 377f705..8af036e 100644 --- a/2ner.shader +++ b/2ner.shader @@ -523,8 +523,12 @@ Shader "yum_food/2ner" //ifex _Tessellation_Enabled==0 [HideInInspector] m_start_Tessellation("Tessellation", Float) = 0 [ThryToggle(_TESSELLATION)] _Tessellation_Enabled("Enable", Float) = 0 - _Tessellation_Edge_Factors("Edge factors", Vector) = (1, 1, 1, 1) - _Tessellation_Inside_Factor("Inside factor", Float) = 1 + _Tessellation_Factor("Factor", Range(1, 64)) = 1 + [HideInInspector] m_start_Tessellation_Heightmap("Heightmap", Float) = 0 + [ThryToggle(_TESSELLATION_HEIGHTMAP)] _Tessellation_Heightmap_Enabled("Enable", Float) = 0 + _Tessellation_Heightmap("Heightmap", 2D) = "black" {} + _Tessellation_Heightmap_Scale("Scale", Float) = 1 + [HideInInspector] m_end_Tessellation_Heightmap("Heightmap", Float) = 0 [HideInInspector] m_end_Tessellation("Tessellation", Float) = 0 //endex @@ -993,11 +997,6 @@ Shader "yum_food/2ner" #pragma vertex vert #pragma fragment frag - //ifex _Tessellation_Enabled==0 - #pragma hull hull - #pragma domain domain - //endex - #define MASKED_STENCIL1_PASS #include "2ner.cginc" @@ -1189,6 +1188,11 @@ Shader "yum_food/2ner" #pragma vertex vert #pragma fragment frag + //ifex _Tessellation_Enabled==0 + #pragma hull hull + #pragma domain domain + //endex + #define FORWARD_BASE_PASS #include "2ner.cginc" @@ -1239,6 +1243,11 @@ Shader "yum_food/2ner" #pragma vertex vert #pragma fragment frag + //ifex _Tessellation_Enabled==0 + #pragma hull hull + #pragma domain domain + //endex + #define FORWARD_ADD_PASS #include "2ner.cginc" @@ -1336,6 +1345,11 @@ Shader "yum_food/2ner" #pragma vertex vert #pragma fragment frag + //ifex _Tessellation_Enabled==0 + #pragma hull hull + #pragma domain domain + //endex + #define OUTLINE_PASS #include "2ner.cginc" diff --git a/features.cginc b/features.cginc index da2cd69..9a96cd2 100644 --- a/features.cginc +++ b/features.cginc @@ -206,6 +206,7 @@ //ifex _Tessellation_Enabled==0 #pragma shader_feature_local _TESSELLATION +#pragma shader_feature_local _TESSELLATION_HEIGHTMAP //endex //ifex _Spherize_Enabled==0 diff --git a/glitter.cginc b/glitter.cginc index 2f7a796..e31bc5c 100644 --- a/glitter.cginc +++ b/glitter.cginc @@ -7,7 +7,7 @@ struct GlitterParams {
float4 color;
- float layers;
+ uint layers;
float cell_size;
float size;
float major_minor_ratio;
diff --git a/globals.cginc b/globals.cginc index 9cabad6..c653e9d 100644 --- a/globals.cginc +++ b/globals.cginc @@ -425,8 +425,12 @@ float3 _Shatter_Wave_Direction; #endif // _SHATTER_WAVE
#if defined(_TESSELLATION)
-float3 _Tessellation_Edge_Factors;
-float _Tessellation_Inside_Factor;
+float _Tessellation_Factor;
+#if defined(_TESSELLATION_HEIGHTMAP)
+texture2D _Tessellation_Heightmap;
+float4 _Tessellation_Heightmap_ST;
+float _Tessellation_Heightmap_Scale;
+#endif // _TESSELLATION_HEIGHTMAP
#endif // _TESSELLATION
#if defined(_SPHERIZE)
diff --git a/shatter_wave.cginc b/shatter_wave.cginc index 72f8097..87a21cc 100644 --- a/shatter_wave.cginc +++ b/shatter_wave.cginc @@ -23,6 +23,12 @@ void shatterWaveVert(inout float3 objPos, float3 objNormal, float3 objTangent) { float3 objPos_proj = dot(objPos, wave_axis) * normalize(wave_axis);
float offset = exp(-length(objPos_proj - wave_center * wave_axis) * _Shatter_Wave_Power) * _Shatter_Wave_Amplitude;
objPos += objNormal * offset;
+
+ float phase = (wave_t / _Shatter_Wave_Period) + 0.5;
+}
+
+void shatterWaveFrag(inout float3 normal, float3 objPos) {
+ normal = normalize(cross(ddy(objPos), ddx(objPos)));
}
#endif // _SHATTER_WAVE
diff --git a/tessellation.cginc b/tessellation.cginc index c77cd83..92aca3a 100644 --- a/tessellation.cginc +++ b/tessellation.cginc @@ -3,6 +3,7 @@ #include "globals.cginc" #include "interpolators.cginc" +#include "shatter_wave.cginc" //ifex _Tessellation_Enabled==0 @@ -14,10 +15,10 @@ struct tess_factors { tess_factors patch_constant(InputPatch<v2f, 3> patch) { tess_factors f; #if defined(_TESSELLATION) - f.edge[0] = _Tessellation_Edge_Factors[0]; - f.edge[1] = _Tessellation_Edge_Factors[1]; - f.edge[2] = _Tessellation_Edge_Factors[2]; - f.inside = _Tessellation_Inside_Factor; + f.edge[0] = _Tessellation_Factor; + f.edge[1] = _Tessellation_Factor; + f.edge[2] = _Tessellation_Factor; + f.inside = _Tessellation_Factor; #else f.edge[0] = 1; f.edge[1] = 1; @@ -50,16 +51,35 @@ v2f domain( patch[0].fieldName * baryc.x + \ patch[1].fieldName * baryc.y + \ patch[2].fieldName * baryc.z - o.pos = DOMAIN_INTERP(pos); - o.uv01 = DOMAIN_INTERP(uv01); +#if defined(_TESSELLATION) + o.objPos = DOMAIN_INTERP(tpos); +#else o.objPos = DOMAIN_INTERP(pos); - o.worldPos = DOMAIN_INTERP(worldPos); +#endif o.normal = DOMAIN_INTERP(normal); o.tangent = DOMAIN_INTERP(tangent); o.binormal = DOMAIN_INTERP(binormal); - o.eyeVec = DOMAIN_INTERP(eyeVec); + o.uv01 = DOMAIN_INTERP(uv01); + +#if defined(_SHATTER_WAVE) + shatterWaveVert(o.objPos.xyz, o.normal, o.tangent); + o.binormal = cross(o.normal, o.tangent); +#endif + +#if defined(_TESSELLATION_HEIGHTMAP) + float height = _Tessellation_Heightmap.SampleLevel(linear_repeat_s, o.uv01.xy * _Tessellation_Heightmap_ST.xy + _Tessellation_Heightmap_ST.zw, 0).r * _Tessellation_Heightmap_Scale; + o.objPos.xyz += o.normal * height; +#endif + + o.pos = UnityObjectToClipPos(o.objPos); + o.worldPos = mul(unity_ObjectToWorld, o.objPos); + o.eyeVec.xyz = normalize(o.worldPos - _WorldSpaceCameraPos); + o.eyeVec.w = 1; // TODO what about UNITY_LIGHTING_COORDS(7,8) and instance id and shit? + //UNITY_TRANSFER_LIGHTING(o, DOMAIN_INTERP(_unity_lightcoords)); + UNITY_TRANSFER_INSTANCE_ID(patch[0], o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); return o; } |
