//https://gist.github.com/ArieLeo/d7e6bc5485caa9ba99cd3a59d0f53404 #ifndef SHADER_GRAPH_SUPPORT_H #define SHADER_GRAPH_SUPPORT_H // You could also upload the model matrix struct InstData { float3 pos; float3 angle; float3 scale; }; StructuredBuffer _InstDataBuffer; StructuredBuffer _CullIDsBuffer; float4 EularToQuaternion(float3 angle) { float X = angle.x * 0.0174532925 / 2; float Y = angle.y * 0.0174532925 / 2; float Z = angle.z * 0.0174532925 / 2; float x = sin(X) * cos(Y) * cos(Z) + cos(X) * sin(Y) * sin(Z); float y = cos(X) * sin(Y) * cos(Z) - sin(X) * cos(Y) * sin(Z); float z = cos(X) * cos(Y) * sin(Z) - sin(X) * sin(Y) * cos(Z); float w = cos(X) * cos(Y) * cos(Z) + sin(X) * sin(Y) * sin(Z); return float4(x, y, z, w); } float4x4 TRSMatrix(float3 position, float3 angle, float3 scale) { float4 rotation = EularToQuaternion(angle); float4x4 m = 0.0; m[0][0] = (1.0 - 2.0 * (rotation.y * rotation.y + rotation.z * rotation.z)) * scale.x; m[1][0] = (rotation.x * rotation.y + rotation.z * rotation.w) * scale.x * 2.0; m[2][0] = (rotation.x * rotation.z - rotation.y * rotation.w) * scale.x * 2.0; m[3][0] = 0.0; m[0][1] = (rotation.x * rotation.y - rotation.z * rotation.w) * scale.y * 2.0; m[1][1] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.z * rotation.z)) * scale.y; m[2][1] = (rotation.y * rotation.z + rotation.x * rotation.w) * scale.y * 2.0; m[3][1] = 0.0; m[0][2] = (rotation.x * rotation.z + rotation.y * rotation.w) * scale.z * 2.0; m[1][2] = (rotation.y * rotation.z - rotation.x * rotation.w) * scale.z * 2.0; m[2][2] = (1.0 - 2.0 * (rotation.x * rotation.x + rotation.y * rotation.y)) * scale.z; m[3][2] = 0.0; m[0][3] = position.x; m[1][3] = position.y; m[2][3] = position.z; m[3][3] = 1.0; return m; } inline void SetUnityMatrices(uint instanceID, inout float4x4 objectToWorld, inout float4x4 worldToObject) { #if UNITY_ANY_INSTANCING_ENABLED //Get Data InstData instData = _InstDataBuffer[_CullIDsBuffer[instanceID]]; //InstData instData = _InstDataBuffer[instanceID]; //Build Matrix objectToWorld = mul(objectToWorld, TRSMatrix(instData.pos, instData.angle, instData.scale)); //objectToWorld = mul(objectToWorld, instData.mat); //Transform objectToWorld float3x3 w2oRotation; w2oRotation[0] = objectToWorld[1].yzx * objectToWorld[2].zxy - objectToWorld[1].zxy * objectToWorld[2].yzx; w2oRotation[1] = objectToWorld[0].zxy * objectToWorld[2].yzx - objectToWorld[0].yzx * objectToWorld[2].zxy; w2oRotation[2] = objectToWorld[0].yzx * objectToWorld[1].zxy - objectToWorld[0].zxy * objectToWorld[1].yzx; float det = dot(objectToWorld[0].xyz, w2oRotation[0]); w2oRotation = transpose(w2oRotation); w2oRotation *= rcp(det); float3 w2oPosition = mul(w2oRotation, -objectToWorld._14_24_34); worldToObject._11_21_31_41 = float4(w2oRotation._11_21_31, 0.0f); worldToObject._12_22_32_42 = float4(w2oRotation._12_22_32, 0.0f); worldToObject._13_23_33_43 = float4(w2oRotation._13_23_33, 0.0f); worldToObject._14_24_34_44 = float4(w2oPosition, 1.0f); #endif } void grassPassThroughVec3_float(in float3 In, out float3 Out) { Out = In; } void setup() { #if UNITY_ANY_INSTANCING_ENABLED SetUnityMatrices(unity_InstanceID, unity_ObjectToWorld, unity_WorldToObject); #endif } #endif