#include "interpolators.cginc" #include "globals.cginc" #include "math.cginc" #ifndef __CLONES_INC #define __CLONES_INC #if defined(_CLONES) void rotate_triangle(inout v2f tri_in[3], const float pid_rand, const float phase) { if (phase < 1E-6) { return; } float3 avg_pos = (tri_in[0].worldPos + tri_in[1].worldPos + tri_in[2].worldPos) * .33333333; tri_in[0].worldPos -= avg_pos; tri_in[1].worldPos -= avg_pos; tri_in[2].worldPos -= avg_pos; if (phase > 1E-6) { float theta = phase * 3.14159 * 4 + phase * (sin(_Time[1] * (1 + pid_rand) * 0.5 + pid_rand) + cos(_Time[1] * (1 + pid_rand) * .16393442 + pid_rand) * 2) * pid_rand * 2; float3 axis = normalize(float3( rand((int) ((tri_in[0].uv0.x + tri_in[0].uv0.y + pid_rand) * 1E9)) * 2 - 1, rand((int) ((tri_in[1].uv0.x + tri_in[1].uv0.y + pid_rand) * 1E9)) * 2 - 1, rand((int) ((tri_in[2].uv0.x + tri_in[2].uv0.y + pid_rand) * 1E9)) * 2 - 1)); float4 quat = get_quaternion(axis, theta); tri_in[0].worldPos = rotate_vector(tri_in[0].worldPos, quat); tri_in[1].worldPos = rotate_vector(tri_in[1].worldPos, quat); tri_in[2].worldPos = rotate_vector(tri_in[2].worldPos, quat); } tri_in[0].worldPos *= _Clones_Scale.xyz; tri_in[1].worldPos *= _Clones_Scale.xyz; tri_in[2].worldPos *= _Clones_Scale.xyz; tri_in[0].worldPos += avg_pos; tri_in[1].worldPos += avg_pos; tri_in[2].worldPos += avg_pos; float3 v0_objPos = mul(unity_WorldToObject, float4(tri_in[0].worldPos, 1)); float3 v1_objPos = mul(unity_WorldToObject, float4(tri_in[1].worldPos, 1)); float3 v2_objPos = mul(unity_WorldToObject, float4(tri_in[2].worldPos, 1)); // Perf hack: Normal gets normalized in fragment shader anyway xdd // TODO add a toggle to normalize in fragment or not; and use it to gate this // optimization. float3 n = cross(tri_in[1].worldPos - tri_in[0].worldPos, tri_in[2].worldPos - tri_in[0].worldPos); tri_in[0].normal = n; tri_in[1].normal = n; tri_in[2].normal = n; tri_in[0].pos = UnityObjectToClipPos(v0_objPos); tri_in[1].pos = UnityObjectToClipPos(v1_objPos); tri_in[2].pos = UnityObjectToClipPos(v2_objPos); tri_in[0].objPos = v0_objPos; tri_in[1].objPos = v1_objPos; tri_in[2].objPos = v2_objPos; } void add_clones(in v2f clone_verts[3], inout TriangleStream tri_out, float pid_rand, float explode_phase) { if (_Clones_dx < 1E-6 && _Clones_dy < 1E-6 && _Clones_dz < 1E-6) { return; } #if 0 float factor = _Tess_Factor; if (_Clones_Dist_Cutoff > 0 && length(_WorldSpaceCameraPos - clone_verts[0].worldPos) > _Clones_Dist_Cutoff) { factor = 1; } #endif uint n_clones = (uint) round(_Clones_Count); for (uint i = 0; i < (uint) n_clones; i++) { v2f mod_verts[3] = clone_verts; float3 offset = i; offset = ((offset % 2) * 2 - 1) * (((offset) * 0.5) + 1) * float3(_Clones_dx, _Clones_dy, _Clones_dz); for (uint j = 0; j < 3; j++) { #if 0 float3 objPos = mul(unity_WorldToObject, float4(mod_verts[j].worldPos, 1)).xyz; objPos += offset; mod_verts[j].worldPos = mul(unity_ObjectToWorld, float4(objPos, 1)).xyz; #else mod_verts[j].worldPos += offset; #endif } #if 1 rotate_triangle(mod_verts, rand(pid_rand+i), /*phase=*/1); #else mod_verts[0].objPos = mul(unity_WorldToObject, float4(mod_verts[0].worldPos, 1)); mod_verts[1].objPos = mul(unity_WorldToObject, float4(mod_verts[1].worldPos, 1)); mod_verts[2].objPos = mul(unity_WorldToObject, float4(mod_verts[2].worldPos, 1)); mod_verts[0].pos = UnityObjectToClipPos(mod_verts[0].objPos); mod_verts[1].pos = UnityObjectToClipPos(mod_verts[1].objPos); mod_verts[2].pos = UnityObjectToClipPos(mod_verts[2].objPos); #endif tri_out.Append(mod_verts[0]); tri_out.Append(mod_verts[1]); tri_out.Append(mod_verts[2]); tri_out.RestartStrip(); } } #endif // _CLONES #endif // __CLONES_INC