├── .gitignore ├── .vsconfig ├── Assets ├── VelorexeGrassShader.meta └── VelorexeGrassShader │ ├── Materials.meta │ ├── Materials │ ├── Decor.meta │ ├── Decor │ │ ├── DecorMaterial.mat │ │ ├── DecorMaterial.mat.meta │ │ ├── Floor.mat │ │ ├── Floor.mat.meta │ │ ├── Ground.mat │ │ └── Ground.mat.meta │ ├── Displacement.meta │ ├── Displacement │ │ ├── CircleDisplacementObject.mat │ │ ├── CircleDisplacementObject.mat.meta │ │ ├── SquareDisplacementObject.mat │ │ └── SquareDisplacementObject.mat.meta │ ├── GeometryGrass.mat │ └── GeometryGrass.mat.meta │ ├── Models.meta │ ├── Models │ ├── GroundPlane.fbx │ └── GroundPlane.fbx.meta │ ├── Scenes.meta │ ├── Scenes │ ├── ExamplePhysicsScene.unity │ ├── ExamplePhysicsScene.unity.meta │ ├── ExampleScene.unity │ └── ExampleScene.unity.meta │ ├── Scripts.meta │ ├── Scripts │ ├── GrassDisplacementCamera.cs │ ├── GrassDisplacementCamera.cs.meta │ ├── GrassDisplacementObject.cs │ └── GrassDisplacementObject.cs.meta │ ├── Shaders.meta │ ├── Shaders │ ├── CustomTessellation.cginc │ ├── CustomTessellation.cginc.meta │ ├── DisplacementTexture.shader │ ├── DisplacementTexture.shader.meta │ ├── GeometryGrassShader.shader │ └── GeometryGrassShader.shader.meta │ ├── Textures.meta │ └── Textures │ ├── Displacement.meta │ ├── Displacement │ ├── CircleDisplacementObject.png │ ├── CircleDisplacementObject.png.meta │ ├── Materials.meta │ ├── SquareDisplacementObject.png │ └── SquareDisplacementObject.png.meta │ ├── GrassMask.png │ ├── GrassMask.png.meta │ ├── GroundTexture.png │ ├── GroundTexture.png.meta │ ├── RenderTextures.meta │ ├── RenderTextures │ ├── DisplacementTexture.renderTexture │ └── DisplacementTexture.renderTexture.meta │ ├── WindDistortion.png │ └── WindDistortion.png.meta ├── LICENSE.md ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated 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m_RootOrder: 0 1640 | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 1641 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scenes/ExampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 521a722f7afe3af44959a549ed728de8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scripts/GrassDisplacementCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class GrassDisplacementCamera : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private Camera _camera; 10 | 11 | void Update() 12 | { 13 | Vector3 position = transform.position; 14 | 15 | position.x -= _camera.orthographicSize; 16 | position.z -= _camera.orthographicSize; 17 | 18 | Shader.SetGlobalVector("_DisplacementLocation", position); 19 | Shader.SetGlobalFloat("_DisplacementSize", _camera.orthographicSize * 2f); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scripts/GrassDisplacementCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6bd90aa231525443be8d1759774e9bf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scripts/GrassDisplacementObject.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [ExecuteInEditMode] 6 | public class GrassDisplacementObject : MonoBehaviour 7 | { 8 | [SerializeField] 9 | private GameObject _displacementTextureObject; 10 | 11 | [SerializeField] 12 | private LayerMask _grassLayer; 13 | 14 | [SerializeField] 15 | private float _maxDistance = 2f; 16 | 17 | private MeshRenderer _displacementRenderer; 18 | private MaterialPropertyBlock _propertyBlock; 19 | 20 | private int _transparencyGuid; 21 | 22 | private Ray _cachedRay; 23 | 24 | private void Awake() 25 | { 26 | if (_displacementTextureObject == null) 27 | Debug.LogWarning("No Displacement Object has been set."); 28 | else 29 | { 30 | _propertyBlock = new MaterialPropertyBlock(); 31 | 32 | _displacementRenderer = _displacementTextureObject.GetComponent(); 33 | _displacementRenderer.GetPropertyBlock(_propertyBlock); 34 | 35 | _cachedRay = new Ray(this.transform.position, Vector3.down); 36 | 37 | _transparencyGuid = Shader.PropertyToID("_Transparency"); 38 | } 39 | } 40 | 41 | private void Update() 42 | { 43 | _cachedRay.origin = this.transform.position; 44 | 45 | #if UNITY_EDITOR 46 | Awake(); 47 | #endif 48 | 49 | if (Physics.Raycast(_cachedRay, out RaycastHit hit, _maxDistance, _grassLayer)) 50 | { 51 | _propertyBlock.SetFloat(_transparencyGuid, hit.distance / _maxDistance); 52 | _displacementRenderer.SetPropertyBlock(_propertyBlock); 53 | } 54 | else 55 | { 56 | _propertyBlock.SetFloat(_transparencyGuid, 1); 57 | _displacementRenderer.SetPropertyBlock(_propertyBlock); 58 | } 59 | 60 | //Fix X and Z rotations 61 | _displacementTextureObject.transform.rotation = Quaternion.Euler(0f, _displacementTextureObject.transform.rotation.eulerAngles.y, 0f); 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Scripts/GrassDisplacementObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b947d00965ac3046b5a85c99c0a6558 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3e4bafbb9f8f1b54bae82e2d34c6d597 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders/CustomTessellation.cginc: -------------------------------------------------------------------------------- 1 | // Tessellation programs based on this article by Catlike Coding: 2 | // https://catlikecoding.com/unity/tutorials/advanced-rendering/tessellation/ 3 | 4 | struct vertexInput 5 | { 6 | float4 vertex : POSITION; 7 | float4 world : TEXCOORD1; 8 | 9 | float2 uv : TEXCOORD0; 10 | 11 | float3 normal : NORMAL; 12 | float4 tangent : TANGENT; 13 | 14 | #if defined(VERTEXLIGHT_ON) 15 | float3 vertexLightColor : TEXCOORD3; 16 | #endif 17 | }; 18 | 19 | struct vertexOutput 20 | { 21 | float4 vertex : POSITION; 22 | float4 world : TEXCOORD1; 23 | 24 | float2 uv : TEXCOORD0; 25 | 26 | float3 normal : NORMAL; 27 | float4 tangent : TANGENT; 28 | 29 | #if defined(VERTEXLIGHT_ON) 30 | float3 vertexLightColor : TEXCOORD3; 31 | #endif 32 | }; 33 | 34 | struct TessellationFactors 35 | { 36 | float edge[3] : SV_TessFactor; 37 | float inside : SV_InsideTessFactor; 38 | }; 39 | 40 | vertexInput vert(vertexInput v) 41 | { 42 | return v; 43 | } 44 | 45 | void ComputeVertexLightColor (inout vertexOutput i) { 46 | #if defined(VERTEXLIGHT_ON) 47 | i.vertexLightColor = Shade4PointLights( 48 | unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, 49 | unity_LightColor[0].rgb, unity_LightColor[1].rgb, 50 | unity_LightColor[2].rgb, unity_LightColor[3].rgb, 51 | unity_4LightAtten0, i.world, i.normal 52 | ); 53 | #endif 54 | } 55 | 56 | vertexOutput tessVert(vertexInput v) 57 | { 58 | vertexOutput o; 59 | // Note that the vertex is NOT transformed to clip 60 | // space here; this is done in the grass geometry shader. 61 | o.vertex = v.vertex; 62 | o.world = mul(unity_ObjectToWorld, v.vertex); 63 | 64 | o.uv = v.uv; 65 | 66 | o.normal = v.normal; 67 | o.tangent = v.tangent; 68 | 69 | ComputeVertexLightColor(o); 70 | 71 | return o; 72 | } 73 | 74 | float _TessellationUniform; 75 | 76 | TessellationFactors patchConstantFunction (InputPatch patch) 77 | { 78 | TessellationFactors f; 79 | f.edge[0] = _TessellationUniform; 80 | f.edge[1] = _TessellationUniform; 81 | f.edge[2] = _TessellationUniform; 82 | f.inside = _TessellationUniform; 83 | return f; 84 | } 85 | 86 | [UNITY_domain("tri")] 87 | [UNITY_outputcontrolpoints(3)] 88 | [UNITY_outputtopology("triangle_cw")] 89 | [UNITY_partitioning("integer")] 90 | [UNITY_patchconstantfunc("patchConstantFunction")] 91 | vertexInput hull (InputPatch patch, uint id : SV_OutputControlPointID) 92 | { 93 | return patch[id]; 94 | } 95 | 96 | [UNITY_domain("tri")] 97 | vertexOutput domain(TessellationFactors factors, OutputPatch patch, float3 barycentricCoordinates : SV_DomainLocation) 98 | { 99 | vertexInput v; 100 | 101 | #define MY_DOMAIN_PROGRAM_INTERPOLATE(fieldName) v.fieldName = \ 102 | patch[0].fieldName * barycentricCoordinates.x + \ 103 | patch[1].fieldName * barycentricCoordinates.y + \ 104 | patch[2].fieldName * barycentricCoordinates.z; 105 | 106 | MY_DOMAIN_PROGRAM_INTERPOLATE(vertex) 107 | MY_DOMAIN_PROGRAM_INTERPOLATE(world) 108 | MY_DOMAIN_PROGRAM_INTERPOLATE(uv) 109 | MY_DOMAIN_PROGRAM_INTERPOLATE(normal) 110 | MY_DOMAIN_PROGRAM_INTERPOLATE(tangent) 111 | #if defined(VERTEXLIGHT_ON) 112 | MY_DOMAIN_PROGRAM_INTERPOLATE(vertexLightColor) 113 | #endif 114 | 115 | return tessVert(v); 116 | } -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders/CustomTessellation.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc1f2b60a40739e4e83b0283f654cfcb 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders/DisplacementTexture.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/DisplacementTexture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Transparency("Transparency", Range(0.0, 1.0)) = 0 7 | } 8 | SubShader 9 | { 10 | Tags { "RenderType"="Transparent" "IgnoreProjector"="True" "Queue"="Transparent" } 11 | LOD 100 12 | 13 | ZWrite Off 14 | Blend SrcAlpha OneMinusSrcAlpha 15 | 16 | Cull Back 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | // make fog work 24 | #pragma multi_compile_fog 25 | 26 | #include "UnityCG.cginc" 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | struct v2f 35 | { 36 | float2 uv : TEXCOORD0; 37 | float4 vertex : SV_POSITION; 38 | float rotation : TEXCOORD1; 39 | }; 40 | 41 | sampler2D _MainTex; 42 | float4 _MainTex_ST; 43 | 44 | float _Transparency; 45 | 46 | float2 rotate(float2 UV, float2 Center, float Rotation) 47 | { 48 | UV -= Center; 49 | float s = sin(Rotation); 50 | float c = cos(Rotation); 51 | float2x2 rMatrix = float2x2(c, -s, s, c); 52 | rMatrix *= 0.5; 53 | rMatrix += 0.5; 54 | rMatrix = rMatrix * 2 - 1; 55 | UV.xy = mul(UV.xy, rMatrix); 56 | UV += Center; 57 | return UV; 58 | } 59 | 60 | 61 | v2f vert (appdata v) 62 | { 63 | v2f o; 64 | o.vertex = UnityObjectToClipPos(v.vertex); 65 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 66 | 67 | float3 x = mul(unity_ObjectToWorld, float3(1, 0, 0)); 68 | o.rotation = atan2(x.x, x.z) - 1.57079633; 69 | return o; 70 | } 71 | 72 | fixed4 frag (v2f i) : SV_Target 73 | { 74 | fixed4 ogCol = tex2D(_MainTex, rotate(i.uv, float2(0.5, 0.5), i.rotation)); 75 | fixed4 col = fixed4(ogCol.rgb, lerp(0, ogCol.a, 1 - _Transparency)); 76 | return col; 77 | } 78 | ENDCG 79 | } 80 | } 81 | } 82 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders/DisplacementTexture.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d40752d6820b4a348aa58ad06ef580de 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/VelorexeGrassShader/Shaders/GeometryGrassShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/GeometryGrassShader" { 2 | Properties { 3 | _TranslucentGain("Translucent Gain", Range(0,1)) = 0.5 4 | 5 | _GroundTexture ("Ground Texture", 2D) = "white" {} 6 | 7 | _DisplacementTexture("Displacement Texture", 2D) = "grey" {} 8 | _DisplacementFactor("Displacement Factor", Float) = 2 9 | 10 | _GrassMask("Grass Mask", 2D) = "white" {} 11 | _GrassMaskThreshold("Mask Threshold", Range(0,1)) = 0.1 12 | 13 | _BendRotationRandom("Bend Rotation Random", Range(0, 1)) = 0.2 14 | 15 | _BladeWidth("Blade Width", Float) = 0.05 16 | _BladeWidthRandom("Blade Width Random", Float) = 0.02 17 | 18 | _BladeHeight("Blade Height", Float) =0.5 19 | _BladeHeightRandom("Blade Height Random", Float) = 0.3 20 | 21 | _TessellationUniform("Tessellation Uniform", Range(1, 64)) = 1 22 | 23 | _WindDistortionMap("Wind Distortion Map", 2D) = "white" {} 24 | _WindFrequency("Wind Frequency", Vector) = (0.05, 0.05, 0, 0) 25 | _WindStrength("Wind Strength", Float) = 1 26 | 27 | _BladeForward("Blade Forward Amount", Float) = 0.38 28 | _BladeCurve("Blade Curvature Amount", Range(1, 4)) = 2 29 | } 30 | 31 | CGINCLUDE 32 | 33 | #include "UnityCG.cginc" 34 | #include "AutoLight.cginc" 35 | #include "CustomTessellation.cginc" 36 | 37 | #define BLADE_SEGMENTS 3 38 | 39 | struct geometryOutput 40 | { 41 | float4 pos : SV_POSITION; 42 | float4 uv : TEXCOORD0; 43 | 44 | float3 world : TEXCOORD1; 45 | float3 normal : NORMAL; 46 | 47 | UNITY_SHADOW_COORDS(5) 48 | 49 | #ifdef VERTEXLIGHT_ON 50 | float3 vertexLighting : TEXCOORD3; 51 | #endif 52 | }; 53 | 54 | float rand(float3 co) 55 | { 56 | return frac(sin( dot(co.xyz ,float3(12.9898,78.233,45.5432) )) * 43758.5453); 57 | } 58 | 59 | float3x3 AngleAxis3x3(float angle, float3 axis) 60 | { 61 | float c, s; 62 | sincos(angle, s, c); 63 | 64 | float t = 1 - c; 65 | float x = axis.x; 66 | float y = axis.y; 67 | float z = axis.z; 68 | 69 | return float3x3( 70 | t * x * x + c, t * x * y - s * z, t * x * z + s * y, 71 | t * x * y + s * z, t * y * y + c, t * y * z - s * x, 72 | t * x * z - s * y, t * y * z + s * x, t * z * z + c 73 | ); 74 | } 75 | 76 | float _BendRotationRandom; 77 | 78 | float _BladeHeight; 79 | float _BladeHeightRandom; 80 | 81 | float _BladeWidth; 82 | float _BladeWidthRandom; 83 | 84 | sampler2D _WindDistortionMap; 85 | float4 _WindDistortionMap_ST; 86 | 87 | float2 _WindFrequency; 88 | float _WindStrength; 89 | 90 | float _BladeForward; 91 | float _BladeCurve; 92 | 93 | float _GrassMaskThreshold; 94 | 95 | sampler2D _GrassMask; 96 | 97 | sampler2D _DisplacementTexture; 98 | sampler2D _GroundTexture; 99 | 100 | float _DisplacementFactor; 101 | 102 | float3 _DisplacementLocation; 103 | float _DisplacementSize; 104 | 105 | float _TranslucentGain; 106 | 107 | geometryOutput VertexOutput(float3 pos, float4 uv, float3 normal, float3 world, float4 tangent) 108 | { 109 | geometryOutput o; 110 | 111 | o.pos = UnityObjectToClipPos(pos); 112 | 113 | o.world = world; 114 | o.uv = uv; 115 | 116 | o.normal = UnityObjectToWorldNormal(normal); 117 | o._ShadowCoord = ComputeScreenPos(o.pos); 118 | 119 | UNITY_TRANSFER_SHADOW(o, o.uv); 120 | 121 | #if UNITY_PASS_SHADOWCASTER 122 | o.pos = UnityApplyLinearShadowBias(o.pos); 123 | #endif 124 | 125 | #ifdef VERTEXLIGHT_ON 126 | o.vertexLighting = float3(0.0, 0.0, 0.0); 127 | for (int index = 0; index < 4; index++) 128 | { 129 | float4 lightPosition = float4(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index], 1.0); 130 | float3 vertexToLightSource = lightPosition.xyz - o.world.xyz; 131 | 132 | float3 lightDirection = normalize(vertexToLightSource); 133 | float squaredDistance = dot(vertexToLightSource, vertexToLightSource); 134 | 135 | float attenuation = 1.0 / (1.0 + unity_4LightAtten0[index] * squaredDistance); 136 | 137 | float3 diffuseReflection = attenuation 138 | * unity_LightColor[index].rgb * max(0.0, dot(lerp(o.normal, -normalize(o.world.xyz - lightPosition.xyz), _TranslucentGain), lightDirection)); 139 | 140 | o.vertexLighting = o.vertexLighting + diffuseReflection; 141 | } 142 | #endif 143 | 144 | return o; 145 | } 146 | 147 | geometryOutput GenerateGrassVertex(float3 vertexPosition, float width, float height, float forward, float4 uv, float3x3 transformMatrix, float3 world, float4 tangent) 148 | { 149 | float3 tangentPoint = float3(width, forward, height); 150 | 151 | float3 tangentNormal = normalize(float3(0, -1, forward)); 152 | float3 localNormal = mul(transformMatrix, tangentNormal); 153 | 154 | float3 localPosition = vertexPosition + mul(transformMatrix, tangentPoint); 155 | 156 | return VertexOutput(localPosition, uv, localNormal, world, tangent); 157 | } 158 | 159 | [maxvertexcount(BLADE_SEGMENTS * 2 + 1)] 160 | void geo(triangle vertexOutput IN[3] : SV_POSITION, inout TriangleStream triStream) 161 | { 162 | float3 pos = IN[0].vertex; 163 | 164 | float3 vNormal = IN[0].normal; 165 | float4 vTangent = IN[0].tangent; 166 | float3 vBinormal = cross(vNormal, vTangent) * vTangent.w; 167 | 168 | float3x3 tangentToLocal = float3x3( 169 | vTangent.x, vBinormal.x, vNormal.x, 170 | vTangent.y, vBinormal.y, vNormal.y, 171 | vTangent.z, vBinormal.z, vNormal.z 172 | ); 173 | 174 | float2 uv = pos.xz * _WindDistortionMap_ST.xy + _WindDistortionMap_ST.zw + _WindFrequency * _Time.y; 175 | 176 | float2 windSample = (tex2Dlod(_WindDistortionMap, float4(uv, 0, 0)).xy * 2 - 1) * _WindStrength; 177 | float3 wind = normalize(float3(windSample.x, windSample.y, 0)); 178 | 179 | float3x3 windRotation = AngleAxis3x3(UNITY_PI * windSample, wind); 180 | 181 | float4 dispLocation = float4((IN[0].world.xz - _DisplacementLocation.xz) / _DisplacementSize, 0, 0); 182 | 183 | //To counteract the Clamp functionality of Unity 184 | float2 dispMaskUv = max(saturate(dispLocation), saturate(1.0 - dispLocation)); 185 | float dispMask = floor(max(dispMaskUv.x, dispMaskUv.y)); 186 | 187 | float2 dispSample = lerp((tex2Dlod(_DisplacementTexture, dispLocation).xz - 0.5), float2(0.001, 0.001), dispMask); 188 | float3 displacement = normalize(float3(dispSample.x, dispSample.y, 0)); 189 | 190 | float3x3 dispRotation = AngleAxis3x3(float2(-_DisplacementFactor * abs(dispSample.x + dispSample.y), 0), displacement); 191 | 192 | float3x3 facingRotationMatrix = AngleAxis3x3(rand(pos) * UNITY_TWO_PI, float3(0, 0, 1)); 193 | float3x3 bendRotationMatrix = AngleAxis3x3(rand(pos.zzx) * _BendRotationRandom * UNITY_PI * 0.5, float3(-1, 0, 0)); 194 | 195 | float3x3 transformationMatrix = mul(mul(mul(tangentToLocal, mul(windRotation, dispRotation)), facingRotationMatrix), bendRotationMatrix); 196 | float3x3 transformationMatrixFacing = mul(tangentToLocal, facingRotationMatrix); 197 | 198 | float mask = tex2Dlod(_GrassMask, float4(IN[0].uv, 0, 0)).x; 199 | 200 | float height = ((rand(pos.zyx) * 2 - 1) * _BladeHeightRandom + _BladeHeight) * mask; 201 | float width = ((rand(pos.xzy) * 2 - 1) * _BladeWidthRandom + _BladeWidth) * mask; 202 | 203 | float forward = rand(pos.yyz) * _BladeForward; 204 | 205 | int segments = mask > _GrassMaskThreshold ? BLADE_SEGMENTS : 0; 206 | 207 | for(int i = 0; i < segments; i++) 208 | { 209 | float t = i / (float)BLADE_SEGMENTS; 210 | 211 | float segmentHeight = height * t; 212 | float segmentWidth = width * (1 - t); 213 | 214 | float segmentForward = pow(t, _BladeCurve) * forward; 215 | 216 | float3x3 transformMatrix = i == 0 ? transformationMatrixFacing : transformationMatrix; 217 | 218 | triStream.Append(GenerateGrassVertex(pos, segmentWidth, segmentHeight, segmentForward, float4(0, t, IN[0].uv), transformMatrix, IN[0].world, IN[0].tangent)); 219 | triStream.Append(GenerateGrassVertex(pos, -segmentWidth, segmentHeight, segmentForward, float4(1, t, IN[0].uv), transformMatrix, IN[0].world, IN[0].tangent)); 220 | } 221 | 222 | triStream.Append(GenerateGrassVertex(pos, 0, height, forward, float4(0.5, 1, IN[0].uv), transformationMatrix, IN[0].world, IN[0].tangent)); 223 | } 224 | 225 | ENDCG 226 | 227 | SubShader { 228 | Pass { 229 | 230 | Tags 231 | { 232 | "LightMode" = "ForwardBase" 233 | } 234 | 235 | Cull Off 236 | 237 | CGPROGRAM 238 | 239 | #pragma hull hull 240 | #pragma domain domain 241 | 242 | #pragma multi_compile_fwdbase 243 | #pragma multi_compile _ VERTEXLIGHT_ON 244 | 245 | #pragma target 4.6 246 | 247 | #pragma vertex vert 248 | #pragma geometry geo 249 | #pragma fragment frag 250 | 251 | #include "UnityCG.cginc" 252 | #include "AutoLight.cginc" 253 | #include "UnityLightingCommon.cginc" 254 | 255 | fixed4 frag(geometryOutput i, fixed facing : VFACE) : SV_Target 256 | { 257 | float3 normal = facing > 0 ? i.normal : -i.normal; 258 | 259 | float shadow = SHADOW_ATTENUATION(i); 260 | 261 | float NdotL = saturate(saturate(dot(normal, _WorldSpaceLightPos0)) + _TranslucentGain) * shadow; 262 | 263 | float3 ambient = ShadeSH9(float4(normal, 1)); 264 | float4 lightIntensity = NdotL * _LightColor0 + float4(ambient, 1) + 0.01; 265 | 266 | float4 col = tex2D(_GroundTexture, i.uv.zw); 267 | col *= lightIntensity; 268 | 269 | float3 ambientLight = UNITY_LIGHTMODEL_AMBIENT.rgb * col; 270 | 271 | #ifdef VERTEXLIGHT_ON 272 | return float4(i.vertexLighting + col.rgb, col.a); 273 | #else 274 | return float4(col); 275 | #endif 276 | } 277 | 278 | ENDCG 279 | } 280 | 281 | Pass { 282 | Tags 283 | { 284 | "LightMode" = "ForwardAdd" 285 | } 286 | 287 | Cull Off 288 | Blend One One 289 | 290 | CGPROGRAM 291 | 292 | #pragma multi_compile_fwdadd_fullshadows 293 | 294 | #pragma hull hull 295 | #pragma domain domain 296 | 297 | #pragma target 4.6 298 | 299 | #pragma vertex vert 300 | #pragma geometry geo 301 | #pragma fragment frag 302 | 303 | #include "UnityCG.cginc" 304 | #include "Lighting.cginc" 305 | #include "AutoLight.cginc" 306 | 307 | fixed4 frag(geometryOutput i, fixed facing: VFACE) : COLOR 308 | { 309 | UNITY_LIGHT_ATTENUATION(attenuation, i, i.world.xyz); 310 | float3 diffuseReflection = attenuation * _LightColor0.rgb * tex2D(_GroundTexture, i.uv.zw); 311 | 312 | return float4(diffuseReflection, 1.0); 313 | } 314 | 315 | ENDCG 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-------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | This is free and unencumbered software released into the public domain. 2 | 3 | Anyone is free to copy, modify, publish, use, compile, sell, or 4 | distribute this software, either in source code form or as a compiled 5 | binary, for any purpose, commercial or non-commercial, and by any 6 | means. 7 | 8 | In jurisdictions that recognize copyright laws, the author or authors 9 | of this software dedicate any and all copyright interest in the 10 | software to the public domain. We make this dedication for the benefit 11 | of the public at large and to the detriment of our heirs and 12 | successors. We intend this dedication to be an overt act of 13 | relinquishment in perpetuity of all present and future rights to this 14 | software under copyright law. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 | OTHER DEALINGS IN THE SOFTWARE. 23 | 24 | For more information, please refer to 25 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.modules.ai": "1.0.0", 4 | "com.unity.modules.androidjni": "1.0.0", 5 | "com.unity.modules.animation": "1.0.0", 6 | "com.unity.modules.assetbundle": "1.0.0", 7 | "com.unity.modules.audio": "1.0.0", 8 | "com.unity.modules.cloth": "1.0.0", 9 | "com.unity.modules.director": "1.0.0", 10 | "com.unity.modules.imageconversion": "1.0.0", 11 | "com.unity.modules.imgui": "1.0.0", 12 | "com.unity.modules.jsonserialize": "1.0.0", 13 | "com.unity.modules.particlesystem": "1.0.0", 14 | "com.unity.modules.physics": "1.0.0", 15 | "com.unity.modules.physics2d": "1.0.0", 16 | "com.unity.modules.screencapture": "1.0.0", 17 | "com.unity.modules.terrain": "1.0.0", 18 | "com.unity.modules.terrainphysics": "1.0.0", 19 | "com.unity.modules.tilemap": "1.0.0", 20 | "com.unity.modules.ui": "1.0.0", 21 | "com.unity.modules.uielements": "1.0.0", 22 | "com.unity.modules.umbra": "1.0.0", 23 | "com.unity.modules.unityanalytics": "1.0.0", 24 | "com.unity.modules.unitywebrequest": "1.0.0", 25 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 26 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 27 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 28 | "com.unity.modules.unitywebrequestwww": "1.0.0", 29 | "com.unity.modules.vehicles": "1.0.0", 30 | "com.unity.modules.video": "1.0.0", 31 | "com.unity.modules.vr": "1.0.0", 32 | "com.unity.modules.wind": "1.0.0", 33 | "com.unity.modules.xr": "1.0.0" 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Packages/packages-lock.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.modules.ai": { 4 | "version": "1.0.0", 5 | "depth": 0, 6 | "source": "builtin", 7 | "dependencies": {} 8 | }, 9 | "com.unity.modules.androidjni": { 10 | "version": "1.0.0", 11 | "depth": 0, 12 | "source": "builtin", 13 | "dependencies": {} 14 | }, 15 | "com.unity.modules.animation": { 16 | "version": "1.0.0", 17 | "depth": 0, 18 | "source": "builtin", 19 | "dependencies": {} 20 | }, 21 | "com.unity.modules.assetbundle": { 22 | "version": "1.0.0", 23 | "depth": 0, 24 | "source": "builtin", 25 | "dependencies": {} 26 | }, 27 | "com.unity.modules.audio": { 28 | "version": "1.0.0", 29 | "depth": 0, 30 | "source": "builtin", 31 | "dependencies": {} 32 | }, 33 | "com.unity.modules.cloth": { 34 | "version": "1.0.0", 35 | "depth": 0, 36 | "source": "builtin", 37 | "dependencies": { 38 | "com.unity.modules.physics": "1.0.0" 39 | } 40 | }, 41 | "com.unity.modules.director": { 42 | "version": "1.0.0", 43 | "depth": 0, 44 | "source": "builtin", 45 | "dependencies": { 46 | "com.unity.modules.audio": "1.0.0", 47 | "com.unity.modules.animation": "1.0.0" 48 | } 49 | }, 50 | "com.unity.modules.imageconversion": { 51 | "version": "1.0.0", 52 | "depth": 0, 53 | "source": "builtin", 54 | "dependencies": {} 55 | }, 56 | "com.unity.modules.imgui": { 57 | "version": "1.0.0", 58 | "depth": 0, 59 | "source": "builtin", 60 | "dependencies": {} 61 | }, 62 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Geometry Grass Shader 2 | A Geometry shader written for Unity's build-in Render Pipeline 3 | 4 | ![Geometry Grass Shader](https://i.imgur.com/NINfATY.png) 5 | 6 | ## What was the Problem? 7 | There are many games that render tons of grass without the GPU breaking as much as a sweat (Genshin Impact, Breath of the Wild, etc.). While researching the topic, I came across the solutions for rendering large amounts of objects without straining the CPU by off-loading most / all of the work to the GPU. One such solution was to use Unity's [`Graphics.DrawMeshInstanced`](https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstanced.html) and [`Graphics.DrawMeshInstancedIndirect`](https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html), which renders provided `Meshes` with a `Material` that supports GPU Instancing. The `Shader` on the `Material` would be used as a way to render the `Mesh` on the right position, by getting location data through a `ComputeBuffer`. 8 | 9 | Using this method, [Colin Leung](https://github.com/ColinLeung-NiloCat) created a great [example](https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample) of how to combine the `Graphics.DrawMeshInstancedIndirect` with a generated grass `Mesh` and a complicated `Material` to show a large field of grass (10 million instances) with great performance, even supporting bending of the grass when an object runs through the generated grass. 10 | 11 | This would fix the problem of generating a great amount of grass while utilizing GPU Instancing, however this solution would not work when taking into account the height of the terrain. In the example the grass is generated at a certain height, which is not variable. You could add support for a height map to tell the grass `Material` at which height it should be offset, but this would not work when there are two platforms above each other, which both need grass rendered on them (technically it could work, though it would require quite a workaround or several GPU Instancers to make it work). 12 | 13 | ## What was the Solution? 14 | Geometry shaders were introduced in Direct3D 10 and OpgenGL 3.2, which is a type of shader that can generate points, lines and triangles and are generated after the vertex shader and before the vertices are processed for the fragment shader. The geometry shader can use the vertex as input, so it contains the world position of said vertex, removing the need to create an offset that was needed with GPU Instancing. 15 | 16 | The tutorial from [Erik Roystan Ross](https://roystan.net/) is amazing at explaining exactly how to utilize the a geometry shader to generate grass on a model in his tutorial ["Grass Shader"](https://roystan.net/articles/grass-shader.html). In the tutorial they also combine the vertex shader with a custom tessellation script, which was adapted from the [Catlike Coding](https://catlikecoding.com/unity/tutorials/advanced-rendering/tessellation/) article on Advanced Rendering. Both of these articles were an extremely interesting read. I used Erik Roystan Ross' shader code to generate the grass in a geometry shader and extended it to support the features that I wanted to have in my shader. 17 | 18 | ## What does the shader feature? 19 | The shader features everything contained in Erik Roystan Ross' tutorial on how to write a grass geometry shader and adds extra features on top of it to generate grass similar to previously said games. 20 | 21 | **Roystan's Features** 22 | * Generate Grass using a Geometry Shader 23 | * Utilize Tessellation to increase Grass Density 24 | * Support for Shadows from Directional Light 25 | * Use a Texture to offset the Grass Blades (Wind) 26 | 27 | **Added Features** 28 | * Color the Grass using a Ground Texture (this uses the original Model's UV) 29 | * Influence the height of the Grass using a Mask 30 | * This also works as a mask to hide grass from certain parts of your model 31 | * Displacement based on a RenderTexture 32 | 33 | ## How to use the shader? 34 | You can clone the project and use the `CustomTessellation.cginc` and `GeometryGrassShader.shader`, which is the barebone to create use the geometry shaders. 35 | 36 | The repository is an example of how to use the shader in combination with all the properties provided. In the scene `Scenes/SampleScene` there's the example shown in the screenshot on the top of this Readme. 37 | 38 |

39 | 40 |

41 | 42 | ## Future Features? 43 | If I've got time I would love to update the shader to support more features. Though this would require time, since I'm completely new to writing shaders, let alone geometry shaders. I couldn't write this shader without the amazing tutorials and information that is already written for me (like the articles from Catlike Coding and Roystan). 44 | 45 | # Displacement 46 | With some tinkering I've managed to add the ability to displace the grass based on an object's position using a RenderTexture. Attached to an object is a displacement texture that has R(ed) and B(lue) values that correspond to the direction the grass should bend towards. 47 | 48 |

49 | 50 |

51 | 52 | The texture used is in the image below and is part of the object, moving with it in world space. 53 | 54 |

55 | 56 |

57 | 58 | Every object that wants to support displacement needs a displacement texture and a `DisplacementObject` script on them. This script will influence the transparency of the displacement texture to have an effect on the strength of it's influence on the grass' displacement. This is showcased in the example scene. 59 | --------------------------------------------------------------------------------