From e29838536643064b7aeeecf6042ea8a4383af289 Mon Sep 17 00:00:00 2001 From: Timo Eberl Date: Thu, 28 Aug 2025 18:07:57 +0200 Subject: [PATCH] fix i.worldPos --- Assets/Scenes/SampleScene.unity | 152 ++++++++++----------- Assets/Shaders/include/GrassBladePass.hlsl | 53 ++++--- 2 files changed, 99 insertions(+), 106 deletions(-) diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index 3a489f0..4ebf990 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -14983,7 +14983,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 90233674} - m_Mesh: {fileID: 1781571828} + m_Mesh: {fileID: 1116240434} --- !u!23 &90233677 MeshRenderer: m_ObjectHideFlags: 0 @@ -14992,7 +14992,7 @@ MeshRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 90233674} m_Enabled: 1 - m_CastShadows: 1 + m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 m_StaticShadowCaster: 0 @@ -15004,7 +15004,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2} + - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -35287,7 +35287,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 238904230} - m_Mesh: {fileID: 1209418183} + m_Mesh: {fileID: 889202062} --- !u!23 &238904233 MeshRenderer: m_ObjectHideFlags: 0 @@ -35308,7 +35308,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} + - {fileID: 2100000, guid: b747ca32ff9b8ee408e794d093cbdd54, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -51631,7 +51631,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 346939760} - m_Mesh: {fileID: 687221521} + m_Mesh: {fileID: 1221698654} --- !u!23 &346939763 MeshRenderer: m_ObjectHideFlags: 0 @@ -51640,7 +51640,7 @@ MeshRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 346939760} m_Enabled: 1 - m_CastShadows: 1 + m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 m_StaticShadowCaster: 0 @@ -51652,7 +51652,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2} + - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -64477,7 +64477,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 434496868} - m_Mesh: {fileID: 1114929778} + m_Mesh: {fileID: 2061544436} --- !u!23 &434496871 MeshRenderer: m_ObjectHideFlags: 0 @@ -64498,7 +64498,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: d979d9bbf3760d948a452ba192cbf563, type: 2} + - {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -69694,7 +69694,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 462934790} - m_Mesh: {fileID: 1506421826} + m_Mesh: {fileID: 1420238109} --- !u!23 &462934793 MeshRenderer: m_ObjectHideFlags: 0 @@ -69703,7 +69703,7 @@ MeshRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 462934790} m_Enabled: 1 - m_CastShadows: 1 + m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 m_StaticShadowCaster: 0 @@ -69715,7 +69715,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2} + - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -74080,7 +74080,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 498600234} - m_Mesh: {fileID: 904888264} + m_Mesh: {fileID: 1142488810} --- !u!23 &498600237 MeshRenderer: m_ObjectHideFlags: 0 @@ -74101,7 +74101,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} + - 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m_Mesh: {fileID: 843278902} + m_Mesh: {fileID: 44190719} --- !u!23 &1937472218 MeshRenderer: m_ObjectHideFlags: 0 @@ -281072,7 +281072,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} + - {fileID: 2100000, guid: b747ca32ff9b8ee408e794d093cbdd54, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -290958,7 +290958,7 @@ Transform: m_GameObject: {fileID: 2016058935} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 5.11, y: 0, z: 2.71} + m_LocalPosition: {x: 13.21, y: 0, z: 6.07} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: @@ -303123,7 +303123,7 @@ MeshFilter: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2105141257} - m_Mesh: {fileID: 291130702} + m_Mesh: {fileID: 875234253} --- !u!23 &2105141260 MeshRenderer: m_ObjectHideFlags: 0 @@ -303132,7 +303132,7 @@ MeshRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2105141257} m_Enabled: 1 - m_CastShadows: 1 + m_CastShadows: 0 m_ReceiveShadows: 1 m_DynamicOccludee: 1 m_StaticShadowCaster: 0 @@ -303144,7 +303144,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 91fb1ec3cf2133a4b931798a8822d055, type: 2} + - {fileID: 2100000, guid: ad7fd76c0f67ff04e8f51f21faf1739d, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Shaders/include/GrassBladePass.hlsl b/Assets/Shaders/include/GrassBladePass.hlsl index 9917fb9..a3dc1e9 100644 --- a/Assets/Shaders/include/GrassBladePass.hlsl +++ b/Assets/Shaders/include/GrassBladePass.hlsl @@ -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 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 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 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 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 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 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 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 }