├── .gitignore ├── Assets ├── Materials.meta ├── Materials │ ├── GrassBlade.mat │ ├── GrassBlade.mat.meta │ ├── Terrain.mat │ └── Terrain.mat.meta ├── Models.meta ├── Models │ ├── Terrain.fbx │ └── Terrain.fbx.meta ├── Scenes.meta ├── Scenes │ ├── New Lighting Settings.lighting │ ├── New Lighting Settings.lighting.meta │ ├── Scene.unity │ └── Scene.unity.meta ├── Scripts.meta ├── Scripts │ ├── GrassBlade.cs │ ├── GrassBlade.cs.meta │ ├── GrassFactory.cs │ ├── GrassFactory.cs.meta │ ├── GrassSystem.cs │ └── GrassSystem.cs.meta ├── Shaders.meta ├── Shaders │ ├── GrassBladeUnlit.shader │ ├── GrassBladeUnlit.shader.meta │ ├── GrassComputeShader.compute │ ├── GrassComputeShader.compute.meta │ ├── shared.meta │ └── shared │ │ ├── GrassBlade.cginc │ │ ├── GrassBlade.cginc.meta │ │ ├── GrassVertexManipulations.cginc │ │ ├── GrassVertexManipulations.cginc.meta │ │ ├── PerlinNoise.cginc │ │ ├── PerlinNoise.cginc.meta │ │ ├── Transformations.cginc │ │ └── Transformations.cginc.meta ├── SimpleNaturePack.meta ├── SimpleNaturePack │ ├── Materials.meta │ ├── Materials │ │ ├── SimpleNaturePack_Texture_01.mat │ │ └── SimpleNaturePack_Texture_01.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── Tree_01.fbx │ │ ├── Tree_01.fbx.meta │ │ ├── Tree_03.fbx │ │ ├── Tree_03.fbx.meta │ │ ├── Tree_04.fbx │ │ └── Tree_04.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Tree_01.prefab │ │ ├── Tree_01.prefab.meta │ │ ├── Tree_03.prefab │ │ ├── Tree_03.prefab.meta │ │ ├── Tree_04.prefab │ │ └── Tree_04.prefab.meta │ ├── Textures.meta │ └── Textures │ │ ├── NaturePackLite_Texture_01.png │ │ └── NaturePackLite_Texture_01.png.meta ├── Sprites.meta └── Sprites │ ├── TerrainColors.jpg │ ├── TerrainColors.jpg.meta │ ├── TerrainHeightMap.jpg │ └── TerrainHeightMap.jpg.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Packages │ └── com.unity.testtools.codecoverage │ │ └── Settings.json ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md ├── blender ├── .gitkeep ├── Plane.blend ├── Plane.blend1 ├── Terrain.blend └── Terrain.blend1 ├── docs ├── 1.mp4 ├── 10.mp4 ├── 11.mp4 ├── 12a.mp4 ├── 12b.mp4 ├── 2.mp4 ├── 3.mp4 ├── 4.mp4 ├── 5.mp4 ├── 6.mp4 ├── 7a.mp4 ├── 7b.mp4 ├── 8.mp4 ├── 9.mp4 ├── blade.jpg └── thumb.mp4 └── psd └── Textures.psd /.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/main/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 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 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 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9b8007d67534441a785c69ce1f11b786 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a397e316f8394434abc2480ee1936011 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassBlade.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public struct GrassBlade 4 | { 5 | public Vector3 position; 6 | public float rotationY; 7 | public float windNoise; 8 | public float ageNoise; 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassBlade.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 33437925b36894cf09a776bdd1407934 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassFactory.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public static class GrassFactory 4 | { 5 | const float Height = 0.2f; 6 | const float Width = Height / 12; 7 | const int StepsCount = 4; 8 | const float StepHeight = Height / StepsCount; 9 | const float HalfWidth = Width / 2; 10 | 11 | // Start is called before the first frame update 12 | public static Mesh GetGrassBladeMesh() 13 | { 14 | var mesh = new Mesh(); 15 | 16 | // define the vertices 17 | mesh.vertices = new Vector3[] { 18 | // step 0 19 | new Vector3(-HalfWidth, 0, 0), 20 | new Vector3(HalfWidth, 0, 0), 21 | 22 | // step 1 23 | new Vector3(-HalfWidth * 0.9f, StepHeight, 0.005f), 24 | new Vector3(HalfWidth * 0.9f, StepHeight, 0.005f), 25 | 26 | // step 2 27 | new Vector3(-HalfWidth * 0.8f, 2 * StepHeight, 0.01f), 28 | new Vector3(HalfWidth * 0.8f, 2 * StepHeight, 0.01f), 29 | 30 | // step 3 31 | new Vector3(-HalfWidth * 0.6f, 3 * StepHeight, 0.025f), 32 | new Vector3(HalfWidth * 0.6f, 3 * StepHeight, 0.025f), 33 | 34 | // step 4 35 | new Vector3(0, 4 * StepHeight, 0.05f) 36 | }; 37 | 38 | // define the normals 39 | Vector3[] normalsArray = new Vector3[mesh.vertices.Length]; 40 | System.Array.Fill(normalsArray, new Vector3(0, 0, -1)); 41 | mesh.normals = normalsArray; 42 | 43 | mesh.uv = new Vector2[] { 44 | // step 0 45 | new Vector2(0, 0), 46 | new Vector2(1, 0), 47 | 48 | // step 1 49 | new Vector2(0, 0.25f), 50 | new Vector2(1, 0.25f), 51 | 52 | // step 2 53 | new Vector2(0, 0.5f), 54 | new Vector2(1, 0.5f), 55 | 56 | // step 3 57 | new Vector2(0, 0.75f), 58 | new Vector2(1, 0.75f), 59 | 60 | // step 4 61 | new Vector2(0.5f, 1f), 62 | }; 63 | 64 | mesh.SetIndices( 65 | // counter clock wise so the normals make sense 66 | indices: new int[]{ 67 | // step 0 68 | 0,1,2, 69 | 2,1,3, 70 | 71 | // step 1 72 | 2,3,4, 73 | 4,3,5, 74 | 75 | // step 2 76 | 4,5,6, 77 | 6,5,7, 78 | 79 | // step 3 80 | 6,7,8, 81 | }, 82 | topology: MeshTopology.Triangles, 83 | submesh: 0 84 | ); 85 | 86 | return mesh; 87 | } 88 | 89 | public static void RaycastGrassBlades( 90 | Transform transform, 91 | MeshFilter meshFilter, 92 | float maxExtent, 93 | float density, 94 | out Bounds bounds, 95 | out int grassBladesCount, 96 | out GrassBlade[] grassBlades 97 | ) 98 | { 99 | var meshBounds = meshFilter.sharedMesh.bounds; 100 | 101 | bounds = new Bounds( 102 | transform.position, 103 | new Vector3( 104 | System.Math.Min(meshBounds.extents.x, maxExtent) * 2, 105 | meshBounds.extents.y * 2, 106 | System.Math.Min(meshBounds.extents.z, maxExtent) * 2 107 | ) 108 | ); 109 | 110 | var grassBladesCountX = bounds.extents.x * 2 * density; 111 | var grassBladesCountY = bounds.extents.y * 2 * density; 112 | 113 | grassBladesCount = (int)(grassBladesCountX * grassBladesCountY); 114 | 115 | grassBlades = new GrassBlade[grassBladesCount]; 116 | 117 | for (var i = 0; i < grassBlades.Length; i++) 118 | { 119 | var grassBlade = grassBlades[i]; 120 | 121 | var localPos = new Vector3( 122 | x: Random.Range(-bounds.extents.x, bounds.extents.x), 123 | y: 0, 124 | z: Random.Range(-bounds.extents.z, bounds.extents.z) 125 | ); 126 | 127 | RaycastHit hit; 128 | var didHit = Physics.Raycast( 129 | origin: transform.TransformPoint(localPos) + (transform.up * 20), 130 | direction: -transform.up, 131 | hitInfo: out hit 132 | ); 133 | 134 | if (didHit) 135 | { 136 | localPos.y = hit.point.y; 137 | } 138 | 139 | grassBlade.position = transform.TransformPoint(localPos); 140 | 141 | grassBlade.rotationY = Random.Range((float)-System.Math.PI, (float)System.Math.PI); 142 | 143 | grassBlades[i] = grassBlade; 144 | } 145 | } 146 | } 147 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassFactory.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc6e7eda1ffa44765b55d9e441367948 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassSystem.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(MeshFilter))] 4 | public class GrassSystem : MonoBehaviour 5 | { 6 | public Material Material; 7 | public ComputeShader ComputeShader; 8 | [Header("Grass")] 9 | public float Density = 1f; 10 | public float MaxExtent = 5f; 11 | 12 | [Header("Grass Age")] 13 | [Range(1, 10)] 14 | public int AgeNoiseColumns = 5; 15 | [Range(1, 10)] 16 | public int AgeNoiseRows = 5; 17 | public Color YoungGrassColor; 18 | public Color OldGrassColor; 19 | 20 | [Header("Wind")] 21 | public Vector3 WindDirection = new Vector3(0, 0, 1); 22 | [Range(0, 0.5f)] 23 | public float WindForce = 0.05f; 24 | [Range(0.1f, 15f)] 25 | public float WindVelocity = 2f; 26 | 27 | [Range(1, 10)] 28 | public int WindNoiseColumns = 5; 29 | [Range(1, 10)] 30 | public int WindNoiseRows = 5; 31 | 32 | private GrassBlade[] _grassBlades; 33 | private ComputeBuffer _grassBladesBuffer; 34 | 35 | private int _kernelIndex; 36 | private uint _threadGroupsCountX; 37 | 38 | // for Graphics.DrawMeshInstancedIndirect 39 | private ComputeBuffer _argsBuffer; 40 | private Bounds _bounds; 41 | private Mesh _mesh; 42 | private int _grassBladesCount; 43 | 44 | private bool _isInitialized = false; 45 | 46 | // Start is called before the first frame update 47 | void Start() 48 | { 49 | _mesh = GrassFactory.GetGrassBladeMesh(); 50 | 51 | InitializeGrassBlades(); 52 | InitializeGrassBladesBuffer(); 53 | InitializeIndirectArgsBuffer(); 54 | InitializeThreadGroupsSize(); 55 | SetOneTimeValues(); 56 | 57 | _isInitialized = true; 58 | } 59 | 60 | private void InitializeGrassBlades() 61 | { 62 | GrassFactory.RaycastGrassBlades( 63 | transform: transform, 64 | meshFilter: GetComponent(), 65 | maxExtent: MaxExtent, 66 | density: Density, 67 | bounds: out _bounds, 68 | grassBladesCount: out _grassBladesCount, 69 | grassBlades: out _grassBlades 70 | ); 71 | } 72 | 73 | private void InitializeGrassBladesBuffer() 74 | { 75 | var grassBladeMemorySize = (3 + 1 + 1 + 1) * sizeof(float); 76 | 77 | _grassBladesBuffer = new ComputeBuffer( 78 | count: _grassBlades.Length, 79 | stride: _grassBlades.Length * grassBladeMemorySize 80 | ); 81 | 82 | _grassBladesBuffer.SetData(_grassBlades); 83 | 84 | _kernelIndex = ComputeShader.FindKernel("SimulateGrass"); 85 | 86 | // this will let compute shader access the buffers 87 | ComputeShader.SetBuffer(_kernelIndex, "GrassBladesBuffer", _grassBladesBuffer); 88 | 89 | // this will let the surface shader access the buffer 90 | Material.SetBuffer("GrassBladesBuffer", _grassBladesBuffer); 91 | } 92 | 93 | private void InitializeIndirectArgsBuffer() 94 | { 95 | const int _argsCount = 5; 96 | 97 | _argsBuffer = new ComputeBuffer( 98 | count: 1, 99 | stride: _argsCount * sizeof(uint), 100 | type: ComputeBufferType.IndirectArguments 101 | ); 102 | 103 | // for Graphics.DrawMeshInstancedIndirect 104 | // this will be used by the vertex/fragment shader 105 | // to get the instance_id and vertex_id 106 | var args = new int[_argsCount] { 107 | (int)_mesh.GetIndexCount(submesh: 0), // indices of the mesh 108 | _grassBladesCount, // number of objects to render 109 | 0,0,0 // unused args 110 | }; 111 | 112 | _argsBuffer.SetData(args); 113 | } 114 | 115 | private void InitializeThreadGroupsSize() 116 | { 117 | // calculate amount of thread groups 118 | uint threadGroupSizeX; 119 | ComputeShader.GetKernelThreadGroupSizes(_kernelIndex, out threadGroupSizeX, out _, out _); 120 | _threadGroupsCountX = (uint)_grassBlades.Length / threadGroupSizeX; 121 | } 122 | 123 | private void SetOneTimeValues() 124 | { 125 | ComputeShader.SetVector("GrassSize", _bounds.size); 126 | ComputeShader.SetVector("GrassOrigin", transform.position); 127 | } 128 | 129 | // Update is called once per frame 130 | void Update() 131 | { 132 | if (!_isInitialized) 133 | { 134 | return; 135 | } 136 | 137 | ComputeShader.SetFloat("Time", Time.time); 138 | ComputeShader.SetInt("AgeNoiseColumns", AgeNoiseColumns); 139 | ComputeShader.SetInt("AgeNoiseRows", AgeNoiseRows); 140 | ComputeShader.SetInt("WindNoiseColumns", WindNoiseColumns); 141 | ComputeShader.SetInt("WindNoiseRows", WindNoiseRows); 142 | ComputeShader.SetFloat("WindVelocity", WindVelocity); 143 | 144 | ComputeShader.Dispatch(_kernelIndex, (int)_threadGroupsCountX, 1, 1); 145 | 146 | Material.SetVector("WindDirection", WindDirection); 147 | Material.SetFloat("WindForce", WindForce); 148 | Material.SetColor("YoungGrassColor", YoungGrassColor); 149 | Material.SetColor("OldGrassColor", OldGrassColor); 150 | 151 | Graphics.DrawMeshInstancedIndirect( 152 | mesh: _mesh, 153 | submeshIndex: 0, 154 | material: Material, 155 | bounds: _bounds, 156 | bufferWithArgs: _argsBuffer 157 | ); 158 | } 159 | 160 | void OnDestroy() 161 | { 162 | if (_grassBladesBuffer != null) 163 | { 164 | _grassBladesBuffer.Release(); 165 | } 166 | 167 | if (_argsBuffer != null) 168 | { 169 | _argsBuffer.Release(); 170 | } 171 | } 172 | 173 | void DrawWindGizmo() 174 | { 175 | Gizmos.color = Color.white; 176 | var origin = transform.position + (Vector3.up * 2); 177 | Gizmos.DrawSphere(origin, 0.1f); 178 | Gizmos.DrawLine(origin, origin + WindDirection); 179 | } 180 | 181 | void OnDrawGizmosSelected() 182 | { 183 | DrawWindGizmo(); 184 | 185 | if (!_isInitialized) 186 | { 187 | return; 188 | } 189 | 190 | // // Gizmos.DrawSphere(new Vector3(1, 0, 1), 0.1f); 191 | // for (var i = 0; i < _grassBlades.Length; i++) 192 | // { 193 | // // Debug.Log($"grassBlade.position {_grassBlades[i].position}"); 194 | // Gizmos.DrawSphere(_grassBlades[i].position, 0.01f); 195 | // } 196 | } 197 | } 198 | -------------------------------------------------------------------------------- /Assets/Scripts/GrassSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f2f9daf828f6a48c5999a1f3e9415eaf 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e223a0269a854b1b8329ea308a9b366 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/GrassBladeUnlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/GrassBladeUnlit" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Pass 9 | { 10 | Tags {"LightMode"="ForwardBase"} 11 | 12 | Cull Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #pragma multi_compile_instancing 18 | #pragma multi_compile_fwdbase 19 | 20 | #include "UnityCG.cginc" 21 | #include "AutoLight.cginc" 22 | 23 | #include "./shared/GrassBlade.cginc" 24 | #include "./shared/Transformations.cginc" 25 | #include "./shared/GrassVertexManipulations.cginc" 26 | 27 | struct Attributes 28 | { 29 | float4 positionOS : POSITION; 30 | float2 uv : TEXCOORD; 31 | float4 normal : NORMAL; 32 | }; 33 | 34 | struct Varyings 35 | { 36 | float4 pos : SV_POSITION; 37 | float ageNoise : TEXCOORD0; 38 | SHADOW_COORDS(1) // put shadows data into TEXCOORD1 39 | }; 40 | 41 | StructuredBuffer GrassBladesBuffer; 42 | float3 WindDirection; 43 | float WindForce; 44 | half4 YoungGrassColor; 45 | half4 OldGrassColor; 46 | 47 | Varyings vert (Attributes IN, uint vertex_id: SV_VERTEXID, uint instance_id: SV_INSTANCEID) 48 | { 49 | Varyings OUT; 50 | 51 | // position vertex for GPU instancing --------------------------------------------------- 52 | 53 | GrassBlade grassBlade; 54 | OUT.pos = positionGrassVertexInHClipPos( 55 | GrassBladesBuffer, 56 | instance_id, 57 | grassBlade, 58 | IN.positionOS, 59 | IN.uv, 60 | WindDirection, 61 | WindForce 62 | ); 63 | 64 | // shadows ------------------------------------------------------------------------------- 65 | 66 | TRANSFER_SHADOW(OUT) 67 | 68 | // color --------------------------------------------------------------------------------- 69 | 70 | OUT.ageNoise = grassBlade.ageNoise; 71 | 72 | return OUT; 73 | } 74 | 75 | half4 frag (Varyings IN) : SV_Target 76 | { 77 | fixed shadow = SHADOW_ATTENUATION(IN); 78 | return lerp(YoungGrassColor, OldGrassColor, IN.ageNoise) * clamp(shadow, 0.2, 1); 79 | } 80 | ENDCG 81 | } 82 | 83 | Pass 84 | { 85 | Tags {"LightMode"="ShadowCaster"} 86 | 87 | Cull Off 88 | 89 | CGPROGRAM 90 | #pragma vertex vert 91 | #pragma fragment frag 92 | #pragma multi_compile_instancing 93 | #pragma multi_compile_shadowcaster 94 | 95 | #include "UnityCG.cginc" 96 | 97 | #include "./shared/GrassBlade.cginc" 98 | #include "./shared/Transformations.cginc" 99 | #include "./shared/GrassVertexManipulations.cginc" 100 | 101 | struct Attributes 102 | { 103 | float4 positionOS : POSITION; 104 | float2 uv : TEXCOORD; 105 | }; 106 | 107 | struct Varyings 108 | { 109 | float4 positionHCS : SV_POSITION; 110 | }; 111 | 112 | 113 | StructuredBuffer GrassBladesBuffer; 114 | float3 WindDirection; 115 | float WindForce; 116 | 117 | Varyings vert (Attributes IN, uint vertex_id: SV_VERTEXID, uint instance_id: SV_INSTANCEID) 118 | { 119 | Varyings OUT; 120 | 121 | // position vertex for GPU instancing --------------------------------------------------- 122 | 123 | GrassBlade grassBlade; 124 | OUT.positionHCS = positionGrassVertexInHClipPos( 125 | GrassBladesBuffer, 126 | instance_id, 127 | grassBlade, 128 | IN.positionOS, 129 | IN.uv, 130 | WindDirection, 131 | WindForce 132 | ); 133 | 134 | return OUT; 135 | } 136 | 137 | half4 frag (Varyings IN) : SV_Target 138 | { 139 | return half4(1,1,1,1); 140 | } 141 | ENDCG 142 | } 143 | } 144 | } 145 | -------------------------------------------------------------------------------- /Assets/Shaders/GrassBladeUnlit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b49da748ca8741228822865d427f5d3 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Shaders/GrassComputeShader.compute: -------------------------------------------------------------------------------- 1 | // Each #kernel tells which function to compile; you can have many kernels 2 | #pragma kernel SimulateGrass 3 | 4 | #include "./shared/GrassBlade.cginc" 5 | #include "./shared/PerlinNoise.cginc" 6 | 7 | // Create a RenderTexture with enableRandomWrite flag and set it 8 | // with cs.SetTexture 9 | RWStructuredBuffer GrassBladesBuffer; 10 | float Time; 11 | int AgeNoiseColumns; 12 | int AgeNoiseRows; 13 | float WindVelocity; 14 | int WindNoiseColumns; 15 | int WindNoiseRows; 16 | float3 GrassOrigin; 17 | float3 GrassSize; 18 | 19 | [numthreads(1,1,1)] 20 | void SimulateGrass (uint3 id : SV_DispatchThreadID) 21 | { 22 | GrassBlade grassBlade = GrassBladesBuffer[id.x]; 23 | 24 | float3 grassLocalPosition = grassBlade.position - GrassOrigin; 25 | float2 uv = float2( 26 | (grassLocalPosition.x + (GrassSize.x / 2)) / GrassSize.x, 27 | (grassLocalPosition.z + (GrassSize.z / 2)) / GrassSize.z 28 | ); 29 | 30 | grassBlade.ageNoise = (perlin(uv, AgeNoiseColumns, AgeNoiseRows, 1) + 1) / 2; 31 | grassBlade.windNoise = perlin(uv, WindNoiseColumns, WindNoiseRows, Time * WindVelocity); 32 | 33 | GrassBladesBuffer[id.x] = grassBlade; 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Shaders/GrassComputeShader.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd98ec0c441024352bcf99c2f94d7b9b 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | preprocessorOverride: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/shared.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c01bed025186a4c6b86ac56b77a89af8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/GrassBlade.cginc: -------------------------------------------------------------------------------- 1 | struct GrassBlade 2 | { 3 | float3 position; 4 | float rotationY; 5 | float windNoise; 6 | float ageNoise; 7 | }; 8 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/GrassBlade.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e81048d84b21c4be083af20d49a9daae 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/GrassVertexManipulations.cginc: -------------------------------------------------------------------------------- 1 | float4 positionVertexInWorld(GrassBlade grassBlade, float4 positionOS) { 2 | // generate a translation matrix to move the vertex 3 | float4x4 translationMatrix = getTranslation_Matrix(grassBlade.position); 4 | float4x4 rotationMatrix = getRotationY_Matrix(grassBlade.rotationY); 5 | float4x4 transformationMatrix = mul(translationMatrix, rotationMatrix); 6 | 7 | // translate the object pos to world pos 8 | float4 worldPosition = mul(unity_ObjectToWorld, positionOS); 9 | // then use the matrix to translate and rotate it 10 | worldPosition = mul(transformationMatrix, worldPosition); 11 | 12 | return worldPosition; 13 | } 14 | 15 | float4 applyWind(GrassBlade grassBlade, float2 uv, float4 worldPosition, float3 windDirection, float windForce) { 16 | float3 displaced = worldPosition.xyz + (normalize(windDirection) * windForce * grassBlade.windNoise); 17 | float4 displacedByWind = float4(displaced, 1); 18 | 19 | // base of the grass needs to be static on the floor 20 | return lerp(worldPosition, displacedByWind, uv.y); 21 | } 22 | 23 | float4 positionGrassVertexInHClipPos( 24 | StructuredBuffer GrassBladesBuffer, 25 | uint instance_id, 26 | out GrassBlade grassBlade, 27 | float4 positionOS, 28 | float2 uv, 29 | float3 windDirection, 30 | float windForce 31 | ) { 32 | // get the instanced grass blade 33 | grassBlade = GrassBladesBuffer[instance_id]; 34 | 35 | float4 worldPosition = positionVertexInWorld(grassBlade, positionOS); 36 | worldPosition = applyWind(grassBlade, uv, worldPosition, windDirection, windForce); 37 | 38 | // translate the world pos to clip pos 39 | return UnityWorldToClipPos(worldPosition); 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/GrassVertexManipulations.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aac002c87f61f401b8159b286dc7b0bd 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/PerlinNoise.cginc: -------------------------------------------------------------------------------- 1 | // Hash lookup table as defined by Ken Perlin. 2 | // This is a randomly arranged array of all numbers from 0-255 inclusive. 3 | // Duplicated to avoid out of bounds. 4 | static const int P[512] = { 5 | 171,137,93,148,32,180,219,77,185,28,9,92,102,18,101,42,0,52,127, 6 | 202,149,4,78,150,237,234,159,23,205,65,189,177,41,112,100,79,122, 7 | 141,64,190,29,25,63,62,94,227,132,108,116,242,13,107,66,250,172,54, 8 | 186,107,125,233,81,18,61,60,241,55,105,239,97,118,248,75,215,54,12, 9 | 88,55,211,162,108,38,106,252,9,157,1,26,246,86,85,24,89,210,211,198, 10 | 67,242,253,1,162,207,92,130,97,137,131,42,164,43,84,73,194,161,236, 11 | 99,194,221,143,10,101,120,163,251,201,168,146,118,173,249,91,104,195, 12 | 8,151,188,35,214,39,202,125,215,181,237,66,221,74,183,153,88,165,226, 13 | 213,254,140,213,78,156,171,22,123,225,50,75,148,23,57,147,246,33,214,51, 14 | 201,145,7,175,61,72,50,98,21,168,99,94,46,156,46,52,58,223,222,29,241,41, 15 | 115,60,147,62,36,2,196,187,224,123,126,83,135,155,208,63,247,7,240,174, 16 | 89,16,191,199,53,16,109,95,208,96,206,203,71,165,207,225,243,232,248,0, 17 | 153,34,5,48,90,244,131,154,103,195,53,218,45,86,73,223,11,119,17,127,230, 18 | 133,203,51,114,173,231,72,30,176,59,142,182,87,204,37,19,49,229,243,90,167, 19 | 235,25,129,8,15,234,71,113,138,193,3,74,190,230,69,4,138,26,135,111,117,59, 20 | 37,238,83,154,136,145,141,28,70,24,49,158,38,206,228,98,175,142,85,31,121,15, 21 | 170,186,128,217,192,200,229,252,103,152,6,217,228,193,179,112,212,69,96,11, 22 | 170,109,140,209,27,22,157,126,12,68,93,231,169,238,251,5,198,110,57,14,250, 23 | 113,122,152,76,255,134,119,124,33,110,106,47,44,205,70,95,249,253,82,56,160, 24 | 178,218,39,134,197,199,132,43,13,254,77,189,220,146,179,136,224,17,236,204, 25 | 144,81,182,188,130,65,129,144,40,219,116,79,176,121,102,128,114,172,30,44,151, 26 | 232,178,27,58,226,45,212,185,191,31,222,120,244,216,166,68,2,160,196,36,139, 27 | 197,239,34,174,149,10,192,87,56,91,35,67,245,40,184,177,167,6,161,143,105,247, 28 | 255,80,180,245,169,100,64,133,150,21,48,155,84,47,240,181,163,227,220,20,209, 29 | 104,235,164,158,19,32,20,115,14,166,183,124,82,200,3,80,184,233,216,117,210,76,187,139,159,111 30 | }; 31 | 32 | // S shaped curve for fading values given t between 0 and 1 33 | float fade(float t) 34 | { 35 | // return (6 * pow(t, 5)) - (15 * pow(t, 4)) + (10 * pow(t, 3)); 36 | // return 6*t*t*t*t*t - 15*t*t*t*t + 10*t*t*t; 37 | return ((6*t - 15)*t + 10)*t*t*t; 38 | 39 | } 40 | 41 | // pseudo random gradients 42 | float2 gradient(int seed, float time) 43 | { 44 | return float2(sin(seed + time), cos(seed + time)); 45 | } 46 | 47 | // perlin noise 0 to 1 48 | // https://adrianb.io/2014/08/09/perlinnoise.html 49 | float perlin( 50 | float2 uv, 51 | uint columns, 52 | uint rows, 53 | float time = 1 54 | ) 55 | { 56 | // square dimensions 57 | float squareWidth = 1 / float(columns); 58 | float squareHeight = 1 / float(rows); 59 | 60 | // current square 61 | uint column = floor(uv.x / squareWidth); 62 | uint row = floor(uv.y / squareHeight); 63 | 64 | // corners 65 | float2 topLeft = float2(0.0,1.0); 66 | float2 topRight = float2(1.0,1.0); 67 | float2 bottomLeft = float2(0.0,0.0); 68 | float2 bottomRight = float2(1.0,0.0); 69 | 70 | // get index for the lookup table 71 | uint X = column % 256; 72 | uint Y = row % 256; 73 | 74 | // gradients 75 | float2 gradientTopLeft = gradient(P[P[X] + Y+1], time); 76 | float2 gradientTopRight = gradient(P[P[X+1] + Y+1], time); 77 | float2 gradientBottomLeft = gradient(P[P[X] + Y], time); 78 | float2 gradientBottomRight = gradient(P[P[X+1] + Y], time); 79 | 80 | // translate point to local square coordinates 81 | float2 localPoint = float2( 82 | (uv.x % squareWidth) / squareWidth, 83 | (uv.y % squareHeight) / squareHeight 84 | ); 85 | 86 | // distances 87 | float2 distanceTopLeft = localPoint - topLeft; 88 | float2 distanceTopRight = localPoint - topRight; 89 | float2 distanceBottomLeft = localPoint - bottomLeft; 90 | float2 distanceBottomRight = localPoint - bottomRight; 91 | 92 | // dot 93 | float dotTopLeft = dot(distanceTopLeft, gradientTopLeft); 94 | float dotTopRight = dot(distanceTopRight, gradientTopRight); 95 | float dotBottomLeft = dot(distanceBottomLeft, gradientBottomLeft); 96 | float dotBottomRight = dot(distanceBottomRight, gradientBottomRight); 97 | 98 | // interpolate 99 | float2 w = float2(fade(localPoint.x), fade(localPoint.y)); 100 | 101 | float interpolatedDot = lerp( 102 | lerp(dotBottomLeft, dotBottomRight, w.x), 103 | lerp(dotTopLeft, dotTopRight, w.x), 104 | w.y 105 | ); 106 | 107 | return interpolatedDot; 108 | } 109 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/PerlinNoise.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e688345a10a884100bb8c2938ed320f7 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/Transformations.cginc: -------------------------------------------------------------------------------- 1 | // https://en.wikipedia.org/wiki/Matrix_multiplication 2 | // https://www.brainvoyager.com/bv/doc/UsersGuide/CoordsAndTransforms/SpatialTransformationMatrices.html 3 | float4x4 getTranslation_Matrix(float3 origin){ 4 | 5 | // ( 6 | // 1, 0, 0, origin.x, 7 | // 0, 1, 0, origin.y, 8 | // 0, 0, 1, origin.z, 9 | // 0, 0, 0, 1, 10 | // ) 11 | // mul 12 | // ( 13 | // x, 14 | // y, 15 | // z, 16 | // 1 17 | // ) 18 | // = 19 | // ( 20 | // origin.x + x, 21 | // origin.y + y, 22 | // origin.z + z, 23 | // 1 24 | // ) 25 | 26 | return float4x4( 27 | 1, 0, 0, origin.x, 28 | 0, 1, 0, origin.y, 29 | 0, 0, 1, origin.z, 30 | 0, 0, 0, 1 31 | ); 32 | } 33 | 34 | // https://en.wikipedia.org/wiki/Matrix_multiplication 35 | // https://www.brainvoyager.com/bv/doc/UsersGuide/CoordsAndTransforms/SpatialTransformationMatrices.html 36 | float4x4 getRotationX_Matrix(float thetaZ){ 37 | 38 | float c = cos(thetaZ); 39 | float s = sin(thetaZ); 40 | 41 | return float4x4( 42 | 1, 0, 0, 0, 43 | 0, c, s, 0, 44 | 0, -s, c, 0, 45 | 0, 0, 0, 1 46 | ); 47 | } 48 | 49 | float4x4 getRotationY_Matrix(float thetaZ){ 50 | 51 | float c = cos(thetaZ); 52 | float s = sin(thetaZ); 53 | 54 | return float4x4( 55 | c, 0, -s, 0, 56 | 0, 1, 0, 0, 57 | s, 0, c, 0, 58 | 0, 0, 0, 1 59 | ); 60 | } 61 | 62 | float4x4 getRotationZ_Matrix(float thetaZ){ 63 | 64 | float c = cos(thetaZ); 65 | float s = sin(thetaZ); 66 | 67 | return float4x4( 68 | c, -s, 0, 0, 69 | s, c, 0, 0, 70 | 0, 0, 1, 0, 71 | 0, 0, 0, 1 72 | ); 73 | } 74 | -------------------------------------------------------------------------------- /Assets/Shaders/shared/Transformations.cginc.meta: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- 1 | # Procedural Grass System with Compute Shaders in Unity 2 | 3 | Written in HLSL for **Unity 2021.3.10f1** 4 | 5 | ## Screenshots 6 | 7 | 8 | 9 | https://user-images.githubusercontent.com/4588601/199116273-03083ae9-0bd7-40e1-b37c-39d504057b3e.mp4 10 | 11 | ### References 12 | 13 | - [Compute Shaders course by Nik Lever](https://www.udemy.com/course/compute-shaders) 14 | - [Low-Poly Simple Nature Pack](https://assetstore.unity.com/packages/3d/environments/landscapes/low-poly-simple-nature-pack-162153) 15 | - [Spatial Transformation Matrices](https://www.brainvoyager.com/bv/doc/UsersGuide/CoordsAndTransforms/SpatialTransformationMatrices.html) 16 | - [Matrix multiplication](https://en.wikipedia.org/wiki/Matrix_multiplication) 17 | - [Shadow Caster and Receive Shadow Shaders](https://docs.unity3d.com/Manual/SL-VertexFragmentShaderExamples.html) 18 | 19 | ## Sections 20 | 21 | - [Implementation](#implementation) 22 | - [C# Code](#c#-code) 23 | - [Procedural Mesh](#procedural) 24 | - [Initialize Grass Blades Array](#initialize-grass-blades-array) 25 | - [Initialize Compute Buffers](#initialize-compute-buffers) 26 | - [Initialize IndirectArguments ComputeBuffer](#initialize-indirectarguments-computebuffer) 27 | - [Dispatch Compute Shader](#dispatch-compute-shader) 28 | - [Draw Mesh Instanced Indirect](#draw-mesh-instanced-indirect) 29 | - [Compute Shader](#compute-shader) 30 | - [Vertex Fragment Shader](#vertex-fragment-shader) 31 | - [Position Vertices in Clip Space](#position-vertices-in-clip-space) 32 | - [Apply Wind](#apply-wind) 33 | - [Shadows](#shadows) 34 | 35 | ## Implementation 36 | 37 | ### C# Code 38 | 39 | #### Procedural Mesh 40 | 41 | - Create a **Mesh** procedurally, to render the grass blades. 42 | 43 | ![Mesh](./docs/blade.jpg) 44 | 45 | ```cs 46 | public static Mesh GetGrassBladeMesh() 47 | { 48 | var mesh = new Mesh(); 49 | 50 | // define the vertices 51 | mesh.vertices = new Vector3[] { 52 | ... 53 | }; 54 | 55 | // define the normals 56 | Vector3[] normalsArray = new Vector3[mesh.vertices.Length]; 57 | System.Array.Fill(normalsArray, new Vector3(0, 0, -1)); 58 | mesh.normals = normalsArray; 59 | 60 | mesh.uv = new Vector2[] { 61 | ... 62 | }; 63 | 64 | mesh.SetIndices( 65 | // counter clock wise so the normals make sense 66 | indices: new int[]{ 67 | ... 68 | }, 69 | topology: MeshTopology.Triangles, 70 | submesh: 0 71 | ); 72 | 73 | return mesh; 74 | } 75 | ``` 76 | 77 | #### Initialize Grass Blades Array 78 | 79 | - Given the **Bounds** and the **Density**, create randomly located grass blades. 80 | - Using **Raycast**, position the grass on top of the terrain. 81 | 82 | ```cs 83 | for (var i = 0; i < grassBlades.Length; i++) 84 | { 85 | var grassBlade = grassBlades[i]; 86 | 87 | var localPos = new Vector3( 88 | x: Random.Range(-bounds.extents.x, bounds.extents.x), 89 | y: 0, 90 | z: Random.Range(-bounds.extents.z, bounds.extents.z) 91 | ); 92 | 93 | RaycastHit hit; 94 | var didHit = Physics.Raycast( 95 | origin: transform.TransformPoint(localPos) + (transform.up * 20), 96 | direction: -transform.up, 97 | hitInfo: out hit 98 | ); 99 | 100 | if (didHit) 101 | { 102 | localPos.y = hit.point.y; 103 | } 104 | 105 | grassBlade.position = transform.TransformPoint(localPos); 106 | 107 | grassBlade.rotationY = Random.Range((float)-System.Math.PI, (float)System.Math.PI); 108 | 109 | grassBlades[i] = grassBlade; 110 | } 111 | ``` 112 | 113 | #### Initialize Compute Buffers 114 | 115 | - Set the buffer to both the **Compute Shader** and the **Material**, so the **Vertex/Fragment Shader** can access the data using the `SV_InstanceID` from the **GPU Instancing**. 116 | 117 | ```cs 118 | private void InitializeGrassBladesBuffer() 119 | { 120 | var grassBladeMemorySize = (3 + 1 + 1 + 1) * sizeof(float); 121 | 122 | _grassBladesBuffer = new ComputeBuffer( 123 | count: _grassBlades.Length, 124 | stride: _grassBlades.Length * grassBladeMemorySize 125 | ); 126 | 127 | _grassBladesBuffer.SetData(_grassBlades); 128 | 129 | _kernelIndex = ComputeShader.FindKernel("SimulateGrass"); 130 | 131 | // this will let compute shader access the buffers 132 | ComputeShader.SetBuffer(_kernelIndex, "GrassBladesBuffer", _grassBladesBuffer); 133 | 134 | // this will let the surface shader access the buffer 135 | Material.SetBuffer("GrassBladesBuffer", _grassBladesBuffer); 136 | } 137 | ``` 138 | 139 | #### Initialize IndirectArguments ComputeBuffer 140 | 141 | - The buffer with the arguments for **DrawMeshInstancedIndirect** will indicate how many meshes instances we need to draw. 142 | 143 | ```cs 144 | // for Graphics.DrawMeshInstancedIndirect 145 | // this will be used by the vertex/fragment shader 146 | // to get the instance_id and vertex_id 147 | var args = new int[_argsCount] { 148 | (int)_mesh.GetIndexCount(submesh: 0), // indices of the mesh 149 | _grassBladesCount, // number of objects to render 150 | 0,0,0 // unused args 151 | }; 152 | ``` 153 | 154 | #### Dispatch Compute Shader 155 | 156 | - The **Compute Shader** needs several variable set before it can compute the wind and age colors for the grasses. 157 | - The thread groups count will be the amount of individual grasses we need to render. 158 | 159 | ```cs 160 | ComputeShader.SetFloat("Time", Time.time); 161 | ComputeShader.SetInt("AgeNoiseColumns", AgeNoiseColumns); 162 | ComputeShader.SetInt("AgeNoiseRows", AgeNoiseRows); 163 | ComputeShader.SetInt("WindNoiseColumns", WindNoiseColumns); 164 | ComputeShader.SetInt("WindNoiseRows", WindNoiseRows); 165 | ComputeShader.SetFloat("WindVelocity", WindVelocity); 166 | 167 | ComputeShader.Dispatch(_kernelIndex, (int)_threadGroupsCountX, 1, 1); 168 | 169 | Material.SetVector("WindDirection", WindDirection); 170 | Material.SetFloat("WindForce", WindForce); 171 | Material.SetColor("YoungGrassColor", YoungGrassColor); 172 | Material.SetColor("OldGrassColor", OldGrassColor); 173 | ``` 174 | 175 | #### Draw Mesh Instanced Indirect 176 | 177 | - This will be in charge of drawing all the grasses. 178 | 179 | ```cs 180 | Graphics.DrawMeshInstancedIndirect( 181 | mesh: _mesh, 182 | submeshIndex: 0, 183 | material: Material, 184 | bounds: _bounds, 185 | bufferWithArgs: _argsBuffer 186 | ); 187 | ``` 188 | 189 | ### Compute Shader 190 | 191 | - A simple program that computes the wind and color noises using the **Perlin Noise** algorithm. 192 | - The position of the grass relative to the parent terrain will determine the quadrant and coordinates used to calculate the noise. 193 | - The **Time** is used to animate the wind noise. 194 | 195 | ```c 196 | RWStructuredBuffer GrassBladesBuffer; 197 | float Time; 198 | int AgeNoiseColumns; 199 | int AgeNoiseRows; 200 | float WindVelocity; 201 | int WindNoiseColumns; 202 | int WindNoiseRows; 203 | float3 GrassOrigin; 204 | float3 GrassSize; 205 | 206 | [numthreads(1,1,1)] 207 | void SimulateGrass (uint3 id : SV_DispatchThreadID) 208 | { 209 | GrassBlade grassBlade = GrassBladesBuffer[id.x]; 210 | 211 | float3 grassLocalPosition = grassBlade.position - GrassOrigin; 212 | float2 uv = float2( 213 | (grassLocalPosition.x + (GrassSize.x / 2)) / GrassSize.x, 214 | (grassLocalPosition.z + (GrassSize.z / 2)) / GrassSize.z 215 | ); 216 | 217 | grassBlade.ageNoise = (perlin(uv, AgeNoiseColumns, AgeNoiseRows, 1) + 1) / 2; 218 | grassBlade.windNoise = perlin(uv, WindNoiseColumns, WindNoiseRows, Time * WindVelocity); 219 | 220 | GrassBladesBuffer[id.x] = grassBlade; 221 | } 222 | ``` 223 | 224 | ### Vertex Fragment Shader 225 | 226 | #### Position Vertices in Clip Space 227 | 228 | - First get a **Translation Matrix** to move the vertices in **world space**, to the desired position. 229 | - Then get a **Rotation Matrix** to apply the random rotaion along the Y axis, to give a more natural look. 230 | - Multiply these matrices together to create a **Transformation Matrix**. 231 | - Use **unity_ObjectToWorld** to obtain the world space position of the vertex, then transform it using the transformation matrix. 232 | 233 | ```c 234 | float4 positionVertexInWorld(GrassBlade grassBlade, float4 positionOS) { 235 | // generate a translation matrix to move the vertex 236 | float4x4 translationMatrix = getTranslation_Matrix(grassBlade.position); 237 | float4x4 rotationMatrix = getRotationY_Matrix(grassBlade.rotationY); 238 | float4x4 transformationMatrix = mul(translationMatrix, rotationMatrix); 239 | 240 | // translate the object pos to world pos 241 | float4 worldPosition = mul(unity_ObjectToWorld, positionOS); 242 | // then use the matrix to translate and rotate it 243 | worldPosition = mul(transformationMatrix, worldPosition); 244 | 245 | return worldPosition; 246 | } 247 | ``` 248 | 249 | #### Apply Wind 250 | 251 | - Move the vertices along the **wind direction** vector. 252 | - Multiply by the **wind noise** that was computed by the compute shader. 253 | - Multiply by the **wind force**, to have control over the animation. 254 | - Lerp between the displaced vertex and the original vertex, using the Y UV coordinate, so that the base of the grass is stationary, and the top moves. 255 | 256 | ```c 257 | float4 applyWind(GrassBlade grassBlade, float2 uv, float4 worldPosition, float3 windDirection, float windForce) { 258 | float3 displaced = worldPosition.xyz + (normalize(windDirection) * windForce * grassBlade.windNoise); 259 | float4 displacedByWind = float4(displaced, 1); 260 | 261 | // base of the grass needs to be static on the floor 262 | return lerp(worldPosition, displacedByWind, uv.y); 263 | } 264 | ``` 265 | 266 | #### Shadows 267 | 268 | ```c 269 | Pass 270 | { 271 | Tags {"LightMode"="ForwardBase"} 272 | 273 | Cull Off 274 | 275 | CGPROGRAM 276 | #pragma vertex vert 277 | #pragma fragment frag 278 | #pragma multi_compile_instancing 279 | #pragma multi_compile_fwdbase 280 | 281 | struct Varyings 282 | { 283 | ... 284 | SHADOW_COORDS(1) // put shadows data into TEXCOORD1 285 | }; 286 | 287 | Varyings vert (Attributes IN, uint vertex_id: SV_VERTEXID, uint instance_id: SV_INSTANCEID) 288 | { 289 | ... 290 | TRANSFER_SHADOW(OUT) 291 | ... 292 | } 293 | 294 | half4 frag (Varyings IN) : SV_Target 295 | { 296 | fixed shadow = SHADOW_ATTENUATION(IN); 297 | ... 298 | } 299 | ENDCG 300 | } 301 | 302 | Pass 303 | { 304 | Tags {"LightMode"="ShadowCaster"} 305 | 306 | Cull Off 307 | 308 | CGPROGRAM 309 | #pragma vertex vert 310 | #pragma fragment frag 311 | #pragma multi_compile_instancing 312 | #pragma multi_compile_shadowcaster 313 | 314 | ... 315 | 316 | ENDCG 317 | } 318 | ``` 319 | 320 | ## Progress 321 | 322 | 323 | 324 | https://user-images.githubusercontent.com/4588601/199115765-3ed9851b-ad1a-4356-bc83-a04cdc52e5ab.mp4 325 | 326 | 327 | 328 | https://user-images.githubusercontent.com/4588601/199115844-1da029e4-5860-4718-b558-2cf188731d41.mp4 329 | 330 | 331 | 332 | 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