fix i.worldPos

This commit is contained in:
Timo Eberl 2025-08-28 18:07:57 +02:00
parent 0293a920ef
commit e298385366
Signed by: Timo
SSH Key Fingerprint: SHA256:swVjhbVzKCLQZNtwPqMEmtOUG3FTydzVrpIKpUZYTQw
2 changed files with 99 additions and 106 deletions

View File

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View File

@ -1,7 +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;
float _SegmentsMinusOne, _FieldSize, _AOStrength, _Translucency, _SSSStrength, _Metallic, _Roughness,
_BladeBow, _MaxBladeHeight, _HighlightStrength, _BladeWidthTexStrength;
sampler2D _FrabVarianz, _BladeWidthTex;
float2 _TransitionRange;
@ -143,7 +144,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
TRANSFER_SHADOW(o)
o.transitionInterpolator = interpolator;
o.normal = normalWS;
o.worldPos = mul(unity_ObjectToWorld, vertLeftBase).xyz;
o.worldPos = mul(unity_ObjectToWorld, float4(vertLeftBase,1.0)).xyz;
#endif
triStream.Append(o);
@ -153,7 +154,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
TRANSFER_SHADOW(o)
o.transitionInterpolator = interpolator;
o.normal = normalWS;
o.worldPos = mul(unity_ObjectToWorld, vertRightBase).xyz;
o.worldPos = mul(unity_ObjectToWorld, float4(vertRightBase,1.0)).xyz;
#endif
triStream.Append(o);
@ -163,7 +164,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
TRANSFER_SHADOW(o)
o.transitionInterpolator = interpolator;
o.normal = normalWS;
o.worldPos = mul(unity_ObjectToWorld, vertLeftTip).xyz;
o.worldPos = mul(unity_ObjectToWorld, float4(vertLeftTip,1.0)).xyz;
#endif
triStream.Append(o);
@ -173,7 +174,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
TRANSFER_SHADOW(o)
o.transitionInterpolator = interpolator;
o.normal = normalWS;
o.worldPos = mul(unity_ObjectToWorld, vertRightTip).xyz;
o.worldPos = mul(unity_ObjectToWorld, float4(vertRightTip,1.0)).xyz;
#endif
triStream.Append(o);
}
@ -216,8 +217,8 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
TRANSFER_SHADOW(o)
o.transitionInterpolator = interpolator;
o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(normalize(widthOffset)), _BladeBow));
o.worldPos = mul(unity_ObjectToWorld, vertLeft).xyz;
#endif
o.worldPos = mul(unity_ObjectToWorld, float4(vertLeft,1.0)).xyz;
#endif
triStream.Append(o);
o.pos = UnityObjectToClipPos(vertRight);
@ -227,7 +228,7 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
o.transitionInterpolator = interpolator;
o.normal = normalize(lerp(normalWS, UnityObjectToWorldNormal(-normalize(widthOffset)), _BladeBow));
o.worldPos = mul(unity_ObjectToWorld, vertRight).xyz;
o.worldPos = mul(unity_ObjectToWorld, float4(vertRight,1.0)).xyz;
#endif
triStream.Append(o);
previousSegmentCenter = segmentCenterSnapshot;
@ -244,19 +245,16 @@ void geom(point v2g IN[1], inout TriangleStream<g2f> triStream) {
}
float4 frag(g2f i) : SV_Target{
#ifndef IS_IN_SHADOW_PASS
#ifndef IS_IN_SHADOW_PASS
float3 worldNormal = normalize(i.normal);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
half3 worldViewDir = normalize(UnityWorldSpaceViewDir(i.worldPos));
half3 worldRefl = reflect(-worldViewDir, worldNormal);
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);
half3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
float3 skyColor = DecodeHDR(skyData, unity_SpecCube0_HDR);
float3 lightReflectDirection = reflect(-lightDirection, worldNormal);
float3 viewDirection = normalize(float3(float4(_MainCameraPosition.xyz, 1.0) - i.worldPos.xyz));
@ -273,14 +271,14 @@ float4 frag(g2f i) : SV_Target{
lightFinal *= max(.35, shadow);
lightFinal *= 1.0;
fixed4 middleCol = min(1, abs(i.uv.x - 0.5) * 1);
fixed4 col = max(0.87, pow(middleCol, .01));
fixed4 farbvarianz = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 40, 0, 3));
fixed4 farbvarianz2 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 10, 0, 3));
fixed4 farbvarianz3 = tex2Dlod(_FrabVarianz, float4(i.worldPos.xz / 3, 0, 3));
fixed4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
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));
float4 bladeWidthTex = tex2Dlod(_BladeWidthTex, float4(i.uv.x, 0, 0, 3));
fixed4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
float4 albedo = lerp(farbvarianz2, farbvarianz3, 0.4);
albedo = lerp(albedo, farbvarianz, _Metallic) * 0.7;
albedo *= 1 + _AOStrength;
albedo *= lerp(1, bladeWidthTex.x * 2.5, _BladeWidthTexStrength);
@ -291,12 +289,7 @@ float4 frag(g2f i) : SV_Target{
lightFinal = min(1.4, max(0.4, lightFinal));
return float4(lightFinal * albedo * 2, 0);
//return float4(worldNormal, 0); dot(worldNormal, lightDirection)
#endif
return 0;
return float4(worldNormal, 1);
#endif
return 0; // shadow pass
}