Skip to content
Permalink
master
Switch branches/tags
Go to file
 
 
Cannot retrieve contributors at this time
Shader "Instanced/InstancedIndirectSurfaceShader" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#include "Quaternion.cginc"
// Physically based Standard lighting model, and enable shadows on all light types
// And generate the shadow pass with instancing support
#pragma surface surf Standard addshadow
// #pragma surface surfStandard Standard fullforwardshadows addshadow
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
// Enable instancing for this shader
#pragma multi_compile_instancing
#pragma instancing_options procedural:setup
// Config maxcount. See manual page.
// #pragma instancing_options
fixed4 _Color;
half _Glossiness;
half _Metallic;
struct Input {
float2 uv_MainTex;
};
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
StructuredBuffer<float3> positions;
StructuredBuffer<float4> quaternions;
StructuredBuffer<float3> previousPositions;
StructuredBuffer<float4> previousQuaternions;
float blendAlpha;
#endif
void setup()
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
//float4x4 rotation = quaternion_to_matrix(nlerp(previousQuaternions[unity_InstanceID], quaternions[unity_InstanceID], blendAlpha));
float4x4 rotation = quaternion_to_matrix(quaternions[unity_InstanceID]);
//float3 position = lerp(previousPositions[unity_InstanceID], positions[unity_InstanceID], blendAlpha);
float3 position = positions[unity_InstanceID];
float4x4 translation = {
1,0,0,position.x,
0,1,0,position.y,
0,0,1,position.z,
0,0,0,1
};
unity_ObjectToWorld = mul(translation, rotation);
// inverse transform matrix
// taken from richardkettlewell's post on
// https://forum.unity3d.com/threads/drawmeshinstancedindirect-example-comments-and-questions.446080/
float3x3 w2oRotation;
w2oRotation[0] = unity_ObjectToWorld[1].yzx * unity_ObjectToWorld[2].zxy - unity_ObjectToWorld[1].zxy * unity_ObjectToWorld[2].yzx;
w2oRotation[1] = unity_ObjectToWorld[0].zxy * unity_ObjectToWorld[2].yzx - unity_ObjectToWorld[0].yzx * unity_ObjectToWorld[2].zxy;
w2oRotation[2] = unity_ObjectToWorld[0].yzx * unity_ObjectToWorld[1].zxy - unity_ObjectToWorld[0].zxy * unity_ObjectToWorld[1].yzx;
float det = dot(unity_ObjectToWorld[0], w2oRotation[0]);
w2oRotation = transpose(w2oRotation);
w2oRotation *= rcp(det);
float3 w2oPosition = mul(w2oRotation, -unity_ObjectToWorld._14_24_34);
unity_WorldToObject._11_21_31_41 = float4(w2oRotation._11_21_31, 0.0f);
unity_WorldToObject._12_22_32_42 = float4(w2oRotation._12_22_32, 0.0f);
unity_WorldToObject._13_23_33_43 = float4(w2oRotation._13_23_33, 0.0f);
unity_WorldToObject._14_24_34_44 = float4(w2oPosition, 1.0f);
#endif
}
// Declare instanced properties inside a cbuffer.
// Each instanced property is an array of by default 500(D3D)/128(GL) elements. Since D3D and GL imposes a certain limitation
// of 64KB and 16KB respectively on the size of a cubffer, the default array size thus allows two matrix arrays in one cbuffer.
// Use maxcount option on #pragma instancing_options directive to specify array size other than default (divided by 4 when used
// for GL).
//UNITY_INSTANCING_CBUFFER_START(Props)
// UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color) // Make _Color an instanced property (i.e. an array)
//UNITY_INSTANCING_CBUFFER_END
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}