curved normals and some other stuff. lighting is done, but looks bad still

This commit is contained in:
Timo Eberl 2025-08-31 18:47:57 +02:00
parent 3b1f2d4073
commit b35f8bd478
Signed by: Timo
SSH Key Fingerprint: SHA256:swVjhbVzKCLQZNtwPqMEmtOUG3FTydzVrpIKpUZYTQw
4 changed files with 42 additions and 38 deletions

View File

@ -28,6 +28,10 @@ Material:
m_Texture: {fileID: 2800000, guid: bbec7f79ed7356243ae0604d95144b77, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FieldColor:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _FrabVarianz:
m_Texture: {fileID: 2800000, guid: 9bb4e817f09d0ea4cbab03f772e01910, type: 3}
m_Scale: {x: 1, y: 1}
@ -38,9 +42,10 @@ Material:
- _BendStrength: 1
- _BladeBow: 0.195
- _BladeWidth: 0.0274
- _BladeWidthTexStrength: 1
- _BladeWidthTexStrength: 0.74
- _LOD: 0
- _Metallic: 0
- _NormalCurvature: 1
- _Roughness: 0
- _SSSStrength: 1
- _Translucency: 1.81

View File

@ -1,3 +1,4 @@
using System;
using UnityEngine;
using UnityEditor;

View File

@ -5,7 +5,7 @@
_BladeWidth("Blade Width", Range(0.003, .1)) = 0.01
_BendStrength("Bend Strength", Range(0, 1)) = 1
_FrabVarianz("Farb Varianz", 2D) = "white" {}
_FieldColor("Field Color", 2D) = "white" {}
_BladeWidthTex("Blade Width Texture", 2D) = "white" {}
_AOStrength("Ambient Occlusion Strength", Range(0,2)) = 1
@ -13,14 +13,9 @@
_SSSStrength("Subsurface Scattering Strength", Range(0,1)) = 1
_Metallic("Metallic", Range(0,1)) = 0
_Roughness("Roughness", Range(0,1)) = 0.3
_BladeBow("Blade Bow", Range(0,1)) = 0.3
_NormalCurvature("Normal Curvature", Range(0,1)) = 0.3
_BladeWidthTexStrength("BladeWidthTexStrength", Range(0,1)) = 0.3
_InnerColor("Inner Color", Color) = (1,1,1,1)
_Color0("Color LOD 0", Color) = (0.3, 1.0, 0.3, 1.0)
_Color1("Color LOD 1", Color) = (1.0, 0.7, 0.3, 1.0)
_Color2("Color LOD 2", Color) = (1.0, 0.3, 0.1, 1.0)
_Color3("Color LOD 3", Color) = (0.8, 0.0, 0.0, 1.0)
}
SubShader {
LOD 100

View File

@ -1,9 +1,8 @@
// Material Properties
float _BladeWidth, _BendStrength;
float4 _Color0, _Color1, _Color2, _Color3, _InnerColor;
float _SegmentsMinusOne, _FieldSize, _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness,
_BladeBow, _MaxBladeHeight, _HighlightStrength, _BladeWidthTexStrength;
sampler2D _FrabVarianz, _BladeWidthTex;
float4 _InnerColor;
float _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness, _NormalCurvature, _BladeWidthTexStrength;
sampler2D _FieldColor, _BladeWidthTex;
float2 _TransitionRange;
@ -179,8 +178,15 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
}
const float3 normal = cross(surfTangent1, surfTangent2);
// TODO fake curvature
// o.localNormal = normalize(lerp(normalWS, UnityObjectToWorldNormal(-normalize(segmentWidthOffset)), _BladeBow));
#if _LOD_LOD_0
const float curvature = _NormalCurvature;
#elif _LOD_LOD_1
const float curvature = lerp(_NormalCurvature, 0.0, interpolator);
#else
const float curvature = 0.0;
#endif
float3 leftCurvedNormal = normalize(normalize(normal) + widthOffset * curvature);
float3 rightCurvedNormal = normalize(normalize(normal) - widthOffset * curvature);
previousVertLeft = vertLeft;
previousVertRight = vertRight;
@ -190,7 +196,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(1, segmentHeightNormalized);
TRANSFER_SHADOW(o)
o.localNormal = normal;
o.localNormal = rightCurvedNormal;
o.worldPos = mul(unity_ObjectToWorld, float4(vertRight,1.0)).xyz;
#endif
triStream.Append(o);
@ -199,7 +205,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#ifdef IS_IN_BASE_PASS
o.uv = float2(0, segmentHeightNormalized);
TRANSFER_SHADOW(o)
o.localNormal = normal;
o.localNormal = leftCurvedNormal;
o.worldPos = mul(unity_ObjectToWorld, float4(vertLeft,1.0)).xyz;
#endif
triStream.Append(o);
@ -222,7 +228,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
#endif
}
float4 frag(g2f i) : SV_Target{
float4 frag(g2f i, bool isFrontFace : SV_IsFrontFace) : SV_Target {
#ifdef IS_IN_BASE_PASS
float3 localPos = mul(unity_WorldToObject, float4(i.worldPos, 1)).xyz;
float d = distance(localPos, i.debug) * 50;
@ -231,57 +237,54 @@ float4 frag(g2f i) : SV_Target{
// return float4(i.debug,1);
float3 worldNormal = UnityObjectToWorldNormal(i.localNormal);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
// at which side of the blade are we looking?
// NOT ACCURATE, because the normals don't exactly match the geometry
const bool lookingFromAbove = dot(worldViewDir, worldNormal) > 0;
if (!lookingFromAbove) {
// VERY INACCURATE, because the normals don't match the geometry (smoothing, fake curvature)
if (!isFrontFace) {
worldNormal = -worldNormal;
}
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
float3 worldRefl = reflect(-worldViewDir, worldNormal);
// same as in previous shader
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldRefl, 0);
float4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldRefl, 0);
float3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
float3 lightReflectDirection = reflect(-lightDirection, worldNormal);
float3 viewDirection = normalize(float3(float4(_MainCameraPosition.xyz, 1.0) - i.worldPos.xyz));
float atten = 1.0;
float3 translucency = atten * _LightColor0.xyz * max(0.0, dot(worldNormal, -lightDirection)) * _Translucency;
float3 translucency = _LightColor0.xyz * max(0.0, dot(worldNormal, -lightDirection)) * _Translucency;
float3 subsurf = max(0.0, dot(lightReflectDirection, -viewDirection)) * _SSSStrength * _InnerColor;
const fixed shadow = SHADOW_ATTENUATION(i);
const float shadow = max(.35, SHADOW_ATTENUATION(i));
float3 lightFinal = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, worldNormal, 2.0);
lightFinal += translucency;
lightFinal += subsurf;
lightFinal *= max(.35, shadow);
lightFinal *= 1.0;
lightFinal *= shadow;
// ATTENTION DO NOT TRY TO UNDERSTAND THE CODE BELOW (or you will go crazy)
float4 middleCol = min(1, abs(i.uv.x - 0.5) * 1);
float4 col = max(0.87, pow(middleCol, .01));
float4 farbvarianz = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 40, 0, 3));
float4 farbvarianz2 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 10, 0, 3));
float4 farbvarianz3 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 3, 0, 3));
float3 c0 = tex2Dlod(_FieldColor, float4(i.worldPos.xz / 40, 0, 3)).xyz;
float3 c1 = tex2Dlod(_FieldColor, float4(i.worldPos.xz / 10, 0, 3)).xyz;
float3 c2 = tex2Dlod(_FieldColor, float4(i.worldPos.xz / 3, 0, 3)).xyz;
float4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
float4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
albedo = lerp(albedo, farbvarianz, _Metallic) * 0.7;
float3 albedo = lerp(c1, c2, 0.4);
albedo = lerp(albedo, c0, _Metallic) * 0.7;
albedo *= 1 + _AOStrength;
albedo *= lerp(1, bladeWidthTex.x * 2.5, _BladeWidthTexStrength);
fixed3 color = fixed3(skyColor * max(.35, shadow) * .2 + lightFinal * albedo * col);
fixed3 highlightedColor = lerp(color, fixed3(2.5, 0.7, 0.5), 0.5);
fixed3 finalTestColor = albedo.xyz ;
float3 color = float3(skyColor * shadow * .2 + lightFinal * albedo * col);
float3 highlightedColor = lerp(color, float3(2.5, 0.7, 0.5), 0.5);
float3 finalTestColor = albedo.xyz ;
lightFinal = min(1.4, max(0.4, lightFinal));
return float4(worldNormal, 1);
return float4(color, 1);
#endif
return 0; // shadow pass
}