summaryrefslogtreecommitdiff
path: root/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Patreon/VoxelCubed/Includes/PoiGeom.cginc
blob: 977eac1de50e521daa584dc01e15f23c9eae7225 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
struct Cube
{
    float3 min;
    float3 max;
};

float random(in float3 st)
{
    return frac(cos(dot(st.xyz, float3(12.9898, 78.233, 123.691))) * 43758.5453123);
}

float _TriToCube;
float _SpawnAlpha;
float3 _LocalSpawnOffset;
float3 _WorldSpawnOffset;
float _Pieces;
int _AssemblyMode;
float3 _AssemblyBegin;
float3 _AssemblyEnd;
int _ExplodeMode;
float _ExplodeFadeDistance;

void assembleVert(float3 newPos, v2f i, float2 newUV, float alpha, inout v2f o)
{
    float3 worldPos = lerp(i.worldPos, newPos, alpha);
    o.uv = lerp(i.uv, newUV, _TriToCube);
    o.pos = UnityWorldToClipPos(float4(worldPos, 1));
    o.worldPos = float4(worldPos, 1);
}

[maxvertexcount(18)]
void geom(triangle v2f IN[3], inout TriangleStream < v2f > tristream)
{
    float3 edgeA = IN[1].localPos - IN[0].localPos;
    float3 edgeB = IN[2].localPos - IN[0].localPos;
    float3 c = cross(edgeA, edgeB);
    float3 outDir = normalize(c);
    
    float4 center = (IN[0].worldPos + IN[1].worldPos + IN[2].worldPos) / 3;
    float2 uv = (IN[0].uv + IN[1].uv + IN[2].uv) / 3;
    Cube cube;
    v2f o;
    
    float rando = random(float3(IN[0].vertexId, IN[1].vertexId, IN[2].vertexId));
    //center += rando/50;
    // Calculate Cube Bounds
    cube.min = IN[0].worldPos;
    cube.max = IN[0].worldPos;
    for (int i = 1; i < 3; i ++)
    {
        cube.min = float3(min(IN[i].worldPos.x, cube.min.x), min(IN[i].worldPos.y, cube.min.y), min(IN[i].worldPos.z, cube.min.z));
        cube.max = float3(max(IN[i].worldPos.x, cube.max.x), max(IN[i].worldPos.y, cube.max.y), max(IN[i].worldPos.z, cube.max.z));
    }
    cube.min = lerp(cube.min, center, rando / 20);
    cube.max = lerp(cube.max, center, rando / 20);
    float4 offset = 0;
    if (_ExplodeMode == 0)
    {
        offset = float4(_WorldSpawnOffset, 0) + mul(unity_ObjectToWorld, _LocalSpawnOffset);
    }
    else if(_ExplodeMode == 1)
    {
        offset = float4(outDir * _ExplodeFadeDistance, 0);
    }
    
    float4 cameraExplodeOffset = 0;
    
    float spawnAlpha = 0;
    
    if(_AssemblyMode == 0) // Random
    {
        spawnAlpha = saturate((-rando) * _Pieces + (_SpawnAlpha * (_Pieces + 1)));
    }
    else if (_AssemblyMode == 1) // Building Blocks
    {
        float lineMagnitude = distance(_AssemblyBegin, _AssemblyEnd);
        float3 constructionLine = (_AssemblyEnd - _AssemblyBegin);
        float3 objectLine = (mul(unity_WorldToObject, center) - _AssemblyBegin);
        float progress = -1 + saturate(dot(constructionLine, objectLine) / (lineMagnitude * lineMagnitude));
        
        IN[0].localPos.z = progress;
        IN[1].localPos.z = progress;
        IN[2].localPos.z = progress;
        
        spawnAlpha = saturate((progress) * _Pieces + (_SpawnAlpha * (_Pieces + 1)));
    }
    
    cube.min = lerp(cube.min, center + offset, spawnAlpha);
    cube.max = lerp(cube.max, center + offset, spawnAlpha);
    
    // Construct Cubes
    float3 normal = float3(0, 0, 1);
    o = IN[0];
    o.uv = lerp(o.uv, uv, _TriToCube);
    
    IN[0].worldPos = lerp(IN[0].worldPos, center + offset, spawnAlpha);
    IN[1].worldPos = lerp(IN[1].worldPos, center + offset, spawnAlpha);
    IN[2].worldPos = lerp(IN[2].worldPos, center + offset, spawnAlpha);
    
    
    if (_TriToCube == 0)
    {
        for (int i = 0; i < 3; i ++)
        {
            IN[i].pos = UnityWorldToClipPos(IN[i].worldPos);
            tristream.Append(IN[i]);
        }
        tristream.RestartStrip();
        return;
    }
    
    float3 viewDirection = normalize(center - getCameraPosition());
    
    //Front
    o.normal = float3(0, 0, 1);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.min.x, cube.min.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.max.x, cube.max.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }
    
    //Back
    o.normal = float3(0, 0, -1);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.min.x, cube.max.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.min.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.max.x, cube.min.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.max.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }
    
    //-x
    o.normal = float3(1, 0, 0);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.max.x, cube.max.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.max.x, cube.min.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.max.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.max.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }

    //+x
    o.normal = float3(-1, 0, 0);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.min.x, cube.min.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.min.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.min.x, cube.max.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.min.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }

    //up
    o.normal = float3(0, 1, 0);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.min.x, cube.max.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.max.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.max.x, cube.max.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.max.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.max.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }

    //down
    o.normal = float3(0, -1, 0);
    if (dot(viewDirection, o.normal) < 0)
    {
        assembleVert(float3(cube.min.x, cube.min.y, cube.min.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.min.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.min.y, cube.max.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
        assembleVert(float3(cube.max.x, cube.min.y, cube.max.z), IN[0], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.min.x, cube.min.y, cube.max.z), IN[1], uv, _TriToCube, o);
        tristream.Append(o);
        assembleVert(float3(cube.max.x, cube.min.y, cube.min.z), IN[2], uv, _TriToCube, o);
        tristream.Append(o);
        tristream.RestartStrip();
    }
    /*
    for (int i = 0; i < 3; i ++)
    {
        IN[i].uv = uv;
        tristream.Append(IN[i]);
    }
    */
}