#include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" struct appdata { float4 vertex: POSITION; float3 normal: NORMAL; float4 tangent: TANGENT; float2 uv0: TEXCOORD0; uint id: SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2g { float4 pos: SV_POSITION; float2 uv0: TEXCOORD0; float3 normal: TEXCOORD4; float3 tangent: TEXCOORD5; uint vid: TEXCOORD6; float3 worldPos: TEXCOORD7; float3 binormal: TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct g2f { float4 pos: SV_POSITION; float4 uv: TEXCOORD0; float3 worldPos: TEXCOORD1; float3 normal: TEXCOORD4; float3 tangent: TEXCOORD5; float startToEndGradient: TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float3 CreateBinormal(float3 normal, float3 tangent, float binormalSign) { return cross(normal, tangent.xyz) * (binormalSign * unity_WorldTransformParams.w); } v2g furVert(appdata v) { v2g o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_TRANSFER_INSTANCE_ID(v, o); o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.pos = UnityObjectToClipPos(v.vertex); o.normal = UnityObjectToWorldNormal(v.normal); o.tangent = UnityObjectToWorldDir(v.tangent.xyz); o.binormal = CreateBinormal(o.normal, o.tangent, v.tangent.w); o.uv0 = v.uv0.xy; o.vid = v.id; return o; } float random(float2 vids) { return frac(sin(dot(vids, float2(12.9898, 78.2383))) * 43758.5453123); } sampler2D _FurCombMap; float4 _FurCombMap_ST; float _FurWidth; float _FurCardLength; float _FurRaised; #include "PoiMath.cginc" [maxvertexcount(6)] void furGeom(triangle v2g IN[3], inout TriangleStream < g2f > tristream) { float randomValueA = random(float2(IN[0].vid + IN[2].vid, IN[2].vid + IN[0].vid)); float randomValueB = random(float2(IN[1].vid + IN[2].vid, IN[1].vid + IN[0].vid)); float randomValueC = random(float2(IN[2].vid + IN[2].vid, IN[0].vid + IN[0].vid)); float3 polySideA = IN[1].worldPos.xyz - IN[0].worldPos.xyz; float3 polySideB = IN[2].worldPos.xyz - IN[0].worldPos.xyz; float3 c = cross(polySideA, polySideB); float3 outDir = normalize(c); float3 furRootPos = float4(IN[0].worldPos.xyz + (polySideA * randomValueA) + (polySideB * randomValueB), 1); float3 rootTangent = normalize((IN[0].tangent + IN[1].tangent + IN[2].tangent) * .3333333); float3 rootNormal = normalize((IN[0].normal + IN[1].normal + IN[2].normal) * .3333333); float3 rootBinormal = normalize((IN[0].binormal + IN[1].binormal + IN[2].binormal) * .3333333); float3 furRight = normalize(cross(IN[0].binormal, outDir)); float2 rootUV = (IN[0].uv0 + IN[1].uv0 + IN[2].uv0) * .333333; half3 tangentSpaceNormal = UnpackNormal(tex2Dlod(_FurCombMap, float4(TRANSFORM_TEX(rootUV, _FurCombMap), 0, 0))); float3 furForward = normalize( tangentSpaceNormal.x * rootTangent + tangentSpaceNormal.y * rootBinormal + tangentSpaceNormal.z * rootNormal ); furForward = (lerp(furForward, outDir, _FurRaised)); //furForward = rotate_with_quaternion(furForward, float3(_FurRaised,0,0)); g2f o; float4 worldPos[4]; float4 pos[4]; float4 uv[4]; uv[0] = float4(0, 0, rootUV); uv[1] = float4(0, 1, rootUV); uv[2] = float4(1, 1, rootUV); uv[3] = float4(1, 0, rootUV); _FurWidth *= .01; _FurCardLength *= .01; worldPos[3] = mul(unity_WorldToObject, float4(furRootPos + (furRight * _FurWidth) + (furForward * _FurCardLength), 1)); worldPos[2] = mul(unity_WorldToObject, float4(furRootPos + (furRight * _FurWidth), 1)); worldPos[1] = mul(unity_WorldToObject, float4(furRootPos + (-furRight * _FurWidth), 1)); worldPos[0] = mul(unity_WorldToObject, float4(furRootPos + (-furRight * _FurWidth) + (furForward * _FurCardLength), 1)); pos[3] = UnityObjectToClipPos(worldPos[3]); pos[2] = UnityObjectToClipPos(worldPos[2]); pos[1] = UnityObjectToClipPos(worldPos[1]); pos[0] = UnityObjectToClipPos(worldPos[0]); o.normal = rootNormal; o.tangent = furForward; o.worldPos = worldPos[0]; o.pos = pos[0]; o.uv = uv[0]; o.startToEndGradient = 1; tristream.Append(o); o.worldPos = worldPos[1]; o.pos = pos[1]; o.uv = uv[1]; o.startToEndGradient = 0; tristream.Append(o); o.worldPos = worldPos[2]; o.pos = pos[2]; o.uv = uv[2]; o.startToEndGradient = 0; tristream.Append(o); tristream.RestartStrip(); o.worldPos = worldPos[2]; o.pos = pos[2]; o.uv = uv[2]; o.startToEndGradient = 0; tristream.Append(o); o.worldPos = worldPos[3]; o.pos = pos[3]; o.uv = uv[3]; o.startToEndGradient = 1; tristream.Append(o); o.worldPos = worldPos[0]; o.pos = pos[0]; o.uv = uv[0]; o.startToEndGradient = 1; tristream.Append(o); tristream.RestartStrip(); } sampler2D _FurCardTexture; float4 _FurCardTexture_ST; float4 _FurCardTexture_TexelSize; sampler2D _FurCardAlphaTexture; float4 _FurCardAlphaTexture_ST; float4 _FurCardAlphaTexture_TexelSize; sampler2D _FurPattern; float4 _FurPattern_ST; float _FurClip; fixed _FurAoStrength; float CalcMipLevel(float2 uv) { float2 dx = ddx(uv * _FurCardTexture_TexelSize.zw); float2 dy = ddy(uv * _FurCardTexture_TexelSize.zw); float delta_max_sqr = max(dot(dx, dx), dot(dy, dy)); return max(0.0, 0.5 * log2(delta_max_sqr)); } #include "CGI_FurLighting.cginc" void ApplyAlphaToCoverage(inout float4 finalColor, float2 uv) { // rescale alpha by mip level (if not using preserved coverage mip maps) finalColor.a *= 1 + max(0, CalcMipLevel(uv)) * .25; // rescale alpha by partial derivative finalColor.a = (finalColor.a - _FurClip) / fwidth(finalColor.a) + 0.5; } fixed4 FurFag(g2f i): SV_Target { float3 viewDir = normalize(_WorldSpaceCameraPos - i.worldPos); UNITY_SETUP_INSTANCE_ID(i); float4 finalColor = 1; finalColor.rgb = tex2D(_FurPattern, TRANSFORM_TEX(i.uv.zw, _FurPattern)).rgb; finalColor.rgb *= tex2D(_FurCardTexture, TRANSFORM_TEX(i.uv.xy, _FurCardTexture)).rgb; finalColor.a = tex2D(_FurCardAlphaTexture, TRANSFORM_TEX(i.uv.xy, _FurCardAlphaTexture)).r; ApplyAlphaToCoverage(finalColor, i.uv.xy); applyFurLighting(finalColor, i.uv, 1 /*attenuation*/, i.normal, viewDir, i.worldPos); finalColor.rgb *= lerp(1, i.startToEndGradient, _FurAoStrength); return finalColor; }