// Curved World // Copyright (c) Amazing Assets Shader "Amazing Assets/Curved World/Nature/Tree Creator Bark Optimized" { Properties { [HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} _BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {} _TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {} _Cutoff("Alpha cutoff", Range(0,1)) = 0.3 // These are here only to provide default values _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1) [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1) [HideInInspector] _SquashAmount ("Squash", Float) = 1 } SubShader { Tags { "IgnoreProjector"="True" "RenderType"="CurvedWorld_TreeBark" } LOD 200 // ------------------------------------------------------------ // Surface shader code generated out of a CGPROGRAM block: // ---- forward rendering base pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardBase" } CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: YES // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 1 texcoords actually used // float2 _MainTex #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data // no lightmaps: #ifndef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_TSPACE struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD4; // SH #endif UNITY_LIGHTING_COORDS(5,6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD4; // SH #endif UNITY_FOG_COORDS(5) UNITY_SHADOW_COORDS(6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // with lightmaps: #ifdef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_TSPACE struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; UNITY_LIGHTING_COORDS(5,6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; UNITY_FOG_COORDS(5) UNITY_SHADOW_COORDS(6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); o.color = v.color; #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif // !LIGHTMAP_ON UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader #ifdef FOG_COMBINED_WITH_TSPACE UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader #else UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader #endif return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif #ifdef FOG_COMBINED_WITH_TSPACE UNITY_RECONSTRUCT_TBN(IN); #else UNITY_EXTRACT_TBN(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; float3 worldN; worldN.x = dot(_unity_tbn_0, o.Normal); worldN.y = dot(_unity_tbn_1, o.Normal); worldN.z = dot(_unity_tbn_2, o.Normal); worldN = normalize(worldN); o.Normal = worldN; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingBlinnPhong_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingBlinnPhong (o, worldViewDir, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: YES // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 1 texcoords actually used // float2 _MainTex #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data // no lightmaps: #ifndef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_TSPACE struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD4; // SH #endif UNITY_LIGHTING_COORDS(5,6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD4; // SH #endif UNITY_FOG_COORDS(5) UNITY_SHADOW_COORDS(6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif // with lightmaps: #ifdef LIGHTMAP_ON // half-precision fragment shader registers: #ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS #define FOG_COMBINED_WITH_TSPACE struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; UNITY_LIGHTING_COORDS(5,6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; UNITY_FOG_COORDS(5) UNITY_SHADOW_COORDS(6) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); o.color = v.color; #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif // SH/ambient and vertex lights #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; // Approximated illumination from non-important point lights #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif // !LIGHTMAP_ON UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader #ifdef FOG_COMBINED_WITH_TSPACE UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader #else UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader #endif return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif #ifdef FOG_COMBINED_WITH_TSPACE UNITY_RECONSTRUCT_TBN(IN); #else UNITY_EXTRACT_TBN(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function surf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; float3 worldN; worldN.x = dot(_unity_tbn_0, o.Normal); worldN.y = dot(_unity_tbn_1, o.Normal); worldN.z = dot(_unity_tbn_2, o.Normal); worldN = normalize(worldN); o.Normal = worldN; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingBlinnPhong_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingBlinnPhong (o, worldViewDir, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #endif ENDCG } // ---- forward rendering additive lights pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd noshadowmask nodynlightmap nolightmap #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: YES // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 1 texcoords actually used // float2 _MainTex #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float3 tSpace0 : TEXCOORD1; float3 tSpace1 : TEXCOORD2; float3 tSpace2 : TEXCOORD3; float3 worldPos : TEXCOORD4; fixed4 color : COLOR0; UNITY_LIGHTING_COORDS(5,6) UNITY_FOG_COORDS(7) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x); o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y); o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z); o.worldPos.xyz = worldPos; o.color = v.color; UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif #ifdef FOG_COMBINED_WITH_TSPACE UNITY_RECONSTRUCT_TBN(IN); #else UNITY_EXTRACT_TBN(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function surf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; float3 worldN; worldN.x = dot(_unity_tbn_0, o.Normal); worldN.y = dot(_unity_tbn_1, o.Normal); worldN.z = dot(_unity_tbn_2, o.Normal); worldN = normalize(worldN); o.Normal = worldN; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; c += LightingBlinnPhong (o, worldViewDir, gi); c.a = 0.0; UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } #endif ENDCG } // ---- deferred shading pass: Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma exclude_renderers nomrt #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal noshadowmask nodynlightmap nolightmap #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: YES // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 1 texcoords actually used // float2 _MainTex #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD5; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD5; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); o.color = v.color; o.lmap.zw = 0; #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader void frag_surf (v2f_surf IN, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif ) { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif #ifdef FOG_COMBINED_WITH_TSPACE UNITY_RECONSTRUCT_TBN(IN); #else UNITY_EXTRACT_TBN(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function surf (surfIN, o); fixed3 originalNormal = o.Normal; float3 worldN; worldN.x = dot(_unity_tbn_0, o.Normal); worldN.y = dot(_unity_tbn_1, o.Normal); worldN.z = dot(_unity_tbn_2, o.Normal); worldN = normalize(worldN); o.Normal = worldN; half atten = 1; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingBlinnPhong_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2); #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: YES // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 1 texcoords actually used // float2 _MainTex #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data struct v2f_surf { UNITY_POSITION(pos); float2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; float4 lmap : TEXCOORD4; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD5; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD5; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); o.pos = UnityObjectToClipPos(v.vertex); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); o.color = v.color; o.lmap.zw = 0; #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; // fragment shader void frag_surf (v2f_surf IN, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif ) { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif #ifdef FOG_COMBINED_WITH_TSPACE UNITY_RECONSTRUCT_TBN(IN); #else UNITY_EXTRACT_TBN(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; surfIN.uv_MainTex = IN.pack0.xy; float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w); #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function surf (surfIN, o); fixed3 originalNormal = o.Normal; float3 worldN; worldN.x = dot(_unity_tbn_0, o.Normal); worldN.y = dot(_unity_tbn_1, o.Normal); worldN.z = dot(_unity_tbn_2, o.Normal); worldN = normalize(worldN); o.Normal = worldN; half atten = 1; // Setup lighting environment UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); // Call GI (lightmaps/SH/reflections) lighting function UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif LightingBlinnPhong_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2); #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } #endif ENDCG } // ---- shadow caster pass: Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM // compile directives #pragma vertex vert_surf #pragma fragment frag_surf #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster noshadowmask nodynlightmap nolightmap #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON // -------- variant for: #if !defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 0 texcoords actually used #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data struct v2f_surf { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } #endif // -------- variant for: INSTANCING_ON #if defined(INSTANCING_ON) // Surface shader code generated based on: // vertex modifier: 'TreeVertBark' // writes to per-pixel normal: YES // writes to emission: no // writes to occlusion: no // needs world space reflection vector: no // needs world space normal vector: no // needs screen space position: no // needs world space position: no // needs view direction: no // needs world space view direction: no // needs world space position for lighting: YES // needs world space view direction for lighting: YES // needs world space view direction for lightmaps: no // needs vertex color: no // needs VFACE: no // passes tangent-to-world matrix to pixel shader: YES // reads from normal: no // 0 texcoords actually used #include "UnityCG.cginc" //Shader does not support lightmap thus we always want to fallback to SH. #undef UNITY_SHOULD_SAMPLE_SH #define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META)) #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #include "UnityBuiltin3xTreeLibrary.cginc" sampler2D _MainTex; sampler2D _BumpSpecMap; sampler2D _TranslucencyMap; struct Input { float2 uv_MainTex; fixed4 color : COLOR; #if defined(BILLBOARD_FACE_CAMERA_POS) float4 screenPos; #endif }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = c.rgb * IN.color.rgb * IN.color.a; fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex); o.Gloss = trngls.a * _Color.r; o.Alpha = c.a; #if defined(BILLBOARD_FACE_CAMERA_POS) float coverage = 1.0; if (_TreeInstanceColor.a < 1.0) coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a); o.Alpha *= coverage; #endif half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex); o.Specular = norspc.r; o.Normal = UnpackNormalDXT5nm(norspc); } // vertex-to-fragment interpolation data struct v2f_surf { V2F_SHADOW_CASTER; float3 worldPos : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; // vertex shader v2f_surf vert_surf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_surf o; UNITY_INITIALIZE_OUTPUT(v2f_surf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark (v); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_surf (v2f_surf IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); // prepare and unpack data Input surfIN; #ifdef FOG_COMBINED_WITH_TSPACE UNITY_EXTRACT_FOG_FROM_TSPACE(IN); #elif defined (FOG_COMBINED_WITH_WORLD_POS) UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN); #else UNITY_EXTRACT_FOG(IN); #endif UNITY_INITIALIZE_OUTPUT(Input,surfIN); surfIN.uv_MainTex.x = 1.0; surfIN.color.x = 1.0; float3 worldPos = IN.worldPos.xyz; #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif #ifdef UNITY_COMPILER_HLSL SurfaceOutput o = (SurfaceOutput)0; #else SurfaceOutput o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Specular = 0.0; o.Alpha = 0.0; o.Gloss = 0.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function surf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } #endif ENDCG } } Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Bark Rendertex" CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" }