NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Scene/NLD_Scene_Grass.shader

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6.9 KiB
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Shader "NLD_URP/NLD_Scene_Grass"
{
Properties
{
[MainTexture]_BaseMap ("主贴图", 2D) = "white" {}
[MainColor] _BaseColor("基础颜色", Color) = (1, 1, 1, 1)
_Cutoff("Alpha裁剪", Range(0.0, 1.0)) = 0.5
_GroundColorTex ("地面颜色贴图", 2D) = "white" {}
_GroundSize("地面大小(宽,高,融合高度)", Vector) = (50, 50, 0, 0)
_WindNoiseTex ("风噪声贴图", 2D) = "white" {}
_WindParams("风参数(XUV,YUV,摆动min,摆动max)", Vector) = (0.1, 0.1, 0, 0)
_WindDirection("风向(风向xyz,风贴图强度缩放)", Vector) = (1, 0, 0, 0)
_TimeScale("自然摆动时间缩放", Range(0, 1)) = 1
_WindColor("风颜色", Color) = (1, 1, 1, 1)
_WindColorParams("风颜色参数(压亮,截取min,截取max)", Vector) = (0.8, 0.2, 1, 0)
_ShadowIntensity("阴影强度", Range(0, 1)) = 1
[Toggle(USE_HALF_PRECISION)] _UseHalfPrecision("使用half", Float) = 0
}
SubShader
{
Tags {
"RenderType"="Transparent"
"RenderPipeline" = "UniversalPipeline"
}
LOD 100
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_GroundColorTex);
SAMPLER(sampler_GroundColorTex);
sampler2D _WindNoiseTex;
struct Attributes_LT {
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings_LT {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldPosAndGroundU : TEXCOORD1;
float2 windNoiseAndGroundV : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if !defined(UNITY_INSTANCING_ENABLED)
CBUFFER_START(UnityPerMaterial)
#endif
float _Cutoff;
float4 _BaseColor;
float4 _GroundSize;
float4 _WindParams;
float4 _WindDirection;
float _TimeScale;
float4 _BaseMap_ST;
float4 _GroundColorTex_ST;
float4 _WindNoiseTex_ST;
float4 _WindColor;
float4 _WindColorParams;
float _ShadowIntensity;
#if !defined(UNITY_INSTANCING_ENABLED)
CBUFFER_END
#endif
#ifdef USE_HALF_PRECISION
#define GRASS_FLOAT half
#define GRASS_FLOAT2 half2
#define GRASS_FLOAT3 half3
#define GRASS_FLOAT4 half4
#else
#define GRASS_FLOAT float
#define GRASS_FLOAT2 float2
#define GRASS_FLOAT3 float3
#define GRASS_FLOAT4 float4
#endif
Varyings_LT Vert(Attributes_LT input)
{
Varyings_LT output = (Varyings_LT)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 worldPos = TransformObjectToWorld(input.positionOS.xyz);
float2 groundStartPos = _GroundSize.xy * -0.5;
float2 groundUV = (worldPos.xz - groundStartPos) * rcp(_GroundSize.xy);
float2 windUv = groundUV + _Time.y * _WindParams.xy;
float2 windUvWrap = windUv * _WindNoiseTex_ST.xy + _WindNoiseTex_ST.zw;
float windNoise = tex2Dlod(_WindNoiseTex, float4(windUvWrap, 0, 0)).r;
float lerpProgress = saturate((worldPos.y - _WindParams.z) * rcp(_WindParams.w - _WindParams.z));
float windPhase = (windNoise * _WindDirection.w + _TimeScale * _Time.y) * 6.28318530718;
float3 moveDt = _WindDirection.xyz * (lerpProgress * sin(windPhase));
worldPos += moveDt;
output.positionCS = TransformWorldToHClip(worldPos);
output.uv = input.uv * _BaseMap_ST.xy + _BaseMap_ST.zw;
output.worldPosAndGroundU = float4(worldPos, groundUV.x);
output.windNoiseAndGroundV = float2(windNoise, groundUV.y);
return output;
}
ENDHLSL
Pass
{
Cull Off
Name "ForwardLit"
Tags {
"LightMode" = "UniversalForward"
}
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma target 3.0
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma shader_feature_local USE_HALF_PRECISION
float4 Frag(Varyings_LT input): SV_Target
{
GRASS_FLOAT4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
clip(baseColor.a - _Cutoff);
GRASS_FLOAT2 groundUV = GRASS_FLOAT2(input.worldPosAndGroundU.w, input.windNoiseAndGroundV.y);
GRASS_FLOAT4 groundColor = SAMPLE_TEXTURE2D(_GroundColorTex, sampler_GroundColorTex, groundUV);
GRASS_FLOAT4 grassColor = _BaseColor;
GRASS_FLOAT windNoise = input.windNoiseAndGroundV.x;
GRASS_FLOAT windMask = saturate((windNoise - _WindColorParams.y) * rcp(_WindColorParams.z - _WindColorParams.y));
GRASS_FLOAT windColorStrength = windNoise * windNoise * _WindColorParams.x;
grassColor = lerp(grassColor, _WindColor, windMask * windColorStrength);
GRASS_FLOAT3 worldPos = input.worldPosAndGroundU.xyz;
GRASS_FLOAT lerpProgress = saturate(worldPos.y * rcp(_GroundSize.z));
GRASS_FLOAT4 lerpColor = lerp(groundColor, grassColor, lerpProgress);
float4 shadowCoord = TransformWorldToShadowCoord(worldPos);
Light mainLight = GetMainLight(shadowCoord);
GRASS_FLOAT shadowStrength = lerp(1, mainLight.shadowAttenuation, _ShadowIntensity);
lerpColor.rgb *= shadowStrength;
return lerpColor;
}
ENDHLSL
}
Pass
{
Cull Off
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
HLSLPROGRAM
#pragma target 3.0
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile_instancing
float4 Frag(Varyings_LT input): SV_Target
{
float4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
clip(baseColor.a - _Cutoff);
return float4(1, 1, 1, 1);
}
ENDHLSL
}
}
}