Question by
infilrtrator_55 · Jan 03, 2017 at 08:03 PM ·
animationshadervertex
Random rotation in a shader?
Hi, I'm trying to create a basic grass sway shader (using shader forge, I'm using a low poly bush type of mesh to test it on) but my grass seems sway in only one way (left/right) and it doesn't change directions. I want it to sway in every direction randomly so, I'm thinking maybe multiplying direction vector to a random vector or something can fix the issue. I'm very new to shaders and stuff please suggest a way to achieve this. Heres my shader code:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Shader created with Shader Forge v1.27
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
/*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:1,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:False,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:3138,x:33682,y:32625,varname:node_3138,prsc:2|diff-8765-RGB,clip-8765-A,voffset-7127-OUT;n:type:ShaderForge.SFN_Tex2d,id:8765,x:33306,y:32368,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_8765,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,tex:7f0fb83ce3c774c44847a5f5ba3f57c6,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Slider,id:745,x:33149,y:32545,ptovrint:False,ptlb:OutlineWidth,ptin:_OutlineWidth,varname:node_745,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0,max:1;n:type:ShaderForge.SFN_Color,id:699,x:33306,y:32632,ptovrint:False,ptlb:OutlineColor,ptin:_OutlineColor,varname:node_699,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:7127,x:33371,y:32980,varname:node_7127,prsc:2|A-4785-OUT,B-5955-R,C-8958-OUT,D-9384-OUT;n:type:ShaderForge.SFN_VertexColor,id:5955,x:32360,y:32989,varname:node_5955,prsc:2;n:type:ShaderForge.SFN_Vector3,id:4111,x:32360,y:32709,cmnt:Wind dir,varname:node_4111,prsc:2,v1:0.8,v2:0,v3:0.8;n:type:ShaderForge.SFN_Add,id:7313,x:32775,y:32825,varname:node_7313,prsc:2|A-4111-OUT,B-7183-OUT,C-3954-OUT;n:type:ShaderForge.SFN_Normalize,id:4785,x:32970,y:32825,varname:node_4785,prsc:2|IN-7313-OUT;n:type:ShaderForge.SFN_Multiply,id:7571,x:32637,y:33143,varname:node_7571,prsc:2|A-5955-R,B-1445-OUT;n:type:ShaderForge.SFN_Pi,id:1445,x:32394,y:33126,varname:node_1445,prsc:2;n:type:ShaderForge.SFN_Time,id:8819,x:32361,y:33253,varname:node_8819,prsc:2;n:type:ShaderForge.SFN_ValueProperty,id:7973,x:32361,y:33406,ptovrint:False,ptlb:TimeMul,ptin:_TimeMul,varname:node_7973,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:1;n:type:ShaderForge.SFN_Multiply,id:4210,x:32637,y:33265,varname:node_4210,prsc:2|A-8819-T,B-7973-OUT;n:type:ShaderForge.SFN_Add,id:769,x:32880,y:33201,varname:node_769,prsc:2|A-7571-OUT,B-4210-OUT;n:type:ShaderForge.SFN_Sin,id:8958,x:33068,y:33183,varname:node_8958,prsc:2|IN-769-OUT;n:type:ShaderForge.SFN_ValueProperty,id:9384,x:32918,y:33110,ptovrint:False,ptlb:Intensity,ptin:_Intensity,varname:node_9384,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0.6;n:type:ShaderForge.SFN_FragmentPosition,id:6285,x:32360,y:32816,varname:node_6285,prsc:2;n:type:ShaderForge.SFN_Sin,id:3954,x:32555,y:32944,varname:node_3954,prsc:2|IN-6285-XYZ;n:type:ShaderForge.SFN_ArcTan,id:7183,x:32555,y:32794,varname:node_7183,prsc:2|IN-6285-XYZ;proporder:8765-745-699-7973-9384;pass:END;sub:END;*/
Shader "Shader Forge/VertexMovementUnlit" {
Properties {
_MainTex ("MainTex", 2D) = "white" {}
_OutlineWidth ("OutlineWidth", Range(0, 1)) = 0
_OutlineColor ("OutlineColor", Color) = (1,1,1,1)
_TimeMul ("TimeMul", Float ) = 1
_Intensity ("Intensity", Float ) = 0.6
[HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
}
SubShader {
Tags {
"Queue"="AlphaTest"
"RenderType"="TransparentCutout"
}
Pass {
Name "FORWARD"
Tags {
"LightMode"="ForwardBase"
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDBASE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdbase_fullshadows
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _TimeMul;
uniform float _Intensity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 vertexColor : COLOR;
LIGHTING_COORDS(3,4)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_8819 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(0.8,0,0.8)+atan(mul(unity_ObjectToWorld, v.vertex).rgb)+sin(mul(unity_ObjectToWorld, v.vertex).rgb)))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+(node_8819.g*_TimeMul)))*_Intensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
clip(_MainTex_var.a - 0.5);
float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 indirectDiffuse = float3(0,0,0);
indirectDiffuse += UNITY_LIGHTMODEL_AMBIENT.rgb; // Ambient Light
float3 diffuseColor = _MainTex_var.rgb;
float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
return fixed4(finalColor,1);
}
ENDCG
}
Pass {
Name "FORWARD_DELTA"
Tags {
"LightMode"="ForwardAdd"
}
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_FORWARDADD
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#pragma multi_compile_fwdadd_fullshadows
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _LightColor0;
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _TimeMul;
uniform float _Intensity;
struct VertexInput {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv0 : TEXCOORD0;
float4 posWorld : TEXCOORD1;
float3 normalDir : TEXCOORD2;
float4 vertexColor : COLOR;
LIGHTING_COORDS(3,4)
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
o.normalDir = UnityObjectToWorldNormal(v.normal);
float4 node_8819 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(0.8,0,0.8)+atan(mul(unity_ObjectToWorld, v.vertex).rgb)+sin(mul(unity_ObjectToWorld, v.vertex).rgb)))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+(node_8819.g*_TimeMul)))*_Intensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
float3 lightColor = _LightColor0.rgb;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
TRANSFER_VERTEX_TO_FRAGMENT(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
i.normalDir = normalize(i.normalDir);
float3 normalDirection = i.normalDir;
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
clip(_MainTex_var.a - 0.5);
float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
float3 lightColor = _LightColor0.rgb;
////// Lighting:
float attenuation = LIGHT_ATTENUATION(i);
float3 attenColor = attenuation * _LightColor0.xyz;
/////// Diffuse:
float NdotL = max(0.0,dot( normalDirection, lightDirection ));
float3 directDiffuse = max( 0.0, NdotL) * attenColor;
float3 diffuseColor = _MainTex_var.rgb;
float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
float3 finalColor = diffuse;
return fixed4(finalColor * 1,0);
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags {
"LightMode"="ShadowCaster"
}
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#define UNITY_PASS_SHADOWCASTER
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2
#pragma target 3.0
uniform float4 _TimeEditor;
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform float _TimeMul;
uniform float _Intensity;
struct VertexInput {
float4 vertex : POSITION;
float2 texcoord0 : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
V2F_SHADOW_CASTER;
float2 uv0 : TEXCOORD1;
float4 posWorld : TEXCOORD2;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o = (VertexOutput)0;
o.uv0 = v.texcoord0;
o.vertexColor = v.vertexColor;
float4 node_8819 = _Time + _TimeEditor;
v.vertex.xyz += (normalize((float3(0.8,0,0.8)+atan(mul(unity_ObjectToWorld, v.vertex).rgb)+sin(mul(unity_ObjectToWorld, v.vertex).rgb)))*o.vertexColor.r*sin(((o.vertexColor.r*3.141592654)+(node_8819.g*_TimeMul)))*_Intensity);
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag(VertexOutput i) : COLOR {
float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
clip(_MainTex_var.a - 0.5);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
FallBack "Diffuse"
CustomEditor "ShaderForgeMaterialInspector"
}
Here's my node setup if anyone wants:
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