// Curved World // Copyright (c) Amazing Assets Shader "Amazing Assets/Curved World/Nature/SpeedTree8" { Properties { [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) _MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) [Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0 _HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1) [Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0 _BumpMap ("Normalmap", 2D) = "bump" {} _ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {} _Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5 _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0 [Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0 _SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {} _SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1) _SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25 [Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0 _BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5 [Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode [KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0 } SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Curved World_TransparentCutout" "DisableBatching"="LODFading" } LOD 400 Cull [_TwoSided] // ------------------------------------------------------------ // 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_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma target 3.0 LOD_FADE_CROSSFADE #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE #pragma instancing_options assumeuniformscaling maxcount:50 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #define UNITY_ASSUME_UNIFORM_SCALING #define UNITY_MAX_INSTANCE_COUNT 50 #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #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)) #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #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 #include "../../Core/CurvedWorldTransform.cginc" #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" // 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_SpeedTreeSurf { UNITY_POSITION(pos); half2 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) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD7; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 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) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD7; #endif 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_SpeedTreeSurf { UNITY_POSITION(pos); half2 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_SpeedTreeSurf { UNITY_POSITION(pos); half2 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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 DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.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; #if UNITY_VFACE_FLIPPED vface = -vface; #endif surfIN.facing = vface; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); // 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 LightingSpeedTreeSubsurface_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingSpeedTreeSubsurface (o, worldViewDir, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // ---- forward rendering additive lights pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma target 3.0 LOD_FADE_CROSSFADE #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE #pragma instancing_options assumeuniformscaling maxcount:50 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd #include "HLSLSupport.cginc" #define UNITY_ASSUME_UNIFORM_SCALING #define UNITY_MAX_INSTANCE_COUNT 50 #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #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)) #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #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 #include "../../Core/CurvedWorldTransform.cginc" #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.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; #if UNITY_VFACE_FLIPPED vface = -vface; #endif surfIN.facing = vface; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); 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 += LightingSpeedTreeSubsurface (o, worldViewDir, gi); c.a = 0.0; UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // ---- deferred shading pass: Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma target 3.0 LOD_FADE_CROSSFADE #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE #pragma instancing_options assumeuniformscaling maxcount:50 #pragma multi_compile_instancing #pragma exclude_renderers nomrt #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #define UNITY_ASSUME_UNIFORM_SCALING #define UNITY_MAX_INSTANCE_COUNT 50 #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #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)) #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #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 #include "../../Core/CurvedWorldTransform.cginc" #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #ifndef DIRLIGHTMAP_OFF float3 viewDir : TEXCOORD4; #endif float4 lmap : TEXCOORD5; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD6; // SH #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD6; #endif #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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); float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos); #ifndef DIRLIGHTMAP_OFF o.viewDir.x = dot(viewDirForLight, worldTangent); o.viewDir.y = dot(viewDirForLight, worldBinormal); o.viewDir.z = dot(viewDirForLight, worldNormal); #endif o.color = v.color; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE, 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.facing.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; #if UNITY_VFACE_FLIPPED vface = -vface; #endif surfIN.facing = vface; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); 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 LightingSpeedTreeSubsurface_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingSpeedTreeSubsurface_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 } ENDCG } // ---- shadow caster pass: Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma target 3.0 LOD_FADE_CROSSFADE #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE #pragma instancing_options assumeuniformscaling maxcount:50 #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #include "HLSLSupport.cginc" #define UNITY_ASSUME_UNIFORM_SCALING #define UNITY_MAX_INSTANCE_COUNT 50 #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #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 #include "../../Core/CurvedWorldTransform.cginc" #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { V2F_SHADOW_CASTER; half2 pack0 : TEXCOORD1; // _MainTex float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (v); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.color = v.color; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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; surfIN.facing.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 surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); SHADOW_CASTER_FRAGMENT(IN) } ENDCG } // ---- meta information extraction pass: Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma target 3.0 LOD_FADE_CROSSFADE #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE #pragma multi_compile_fragment __ LOD_FADE_CROSSFADE #pragma instancing_options assumeuniformscaling maxcount:50 #pragma multi_compile_instancing #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #include "HLSLSupport.cginc" #define UNITY_ASSUME_UNIFORM_SCALING #define UNITY_MAX_INSTANCE_COUNT 50 #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #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)) #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float4 tSpace0 : TEXCOORD1; float4 tSpace1 : TEXCOORD2; float4 tSpace2 : TEXCOORD3; fixed4 color : COLOR0; #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD4; float4 lightCoord : TEXCOORD5; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (v); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif 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; return o; } // fragment shader fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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.facing.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 surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } ENDCG } } // targeting SM2.0: Many effects are disabled for fewer instructions SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "DisableBatching"="LODFading" } LOD 400 Cull [_TwoSided] // ------------------------------------------------------------ // 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_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_fog #pragma multi_compile_fwdbase #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_EXTRA_TEX #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpeedTree8Common.cginc" // 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_WORLD_POS struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif UNITY_LIGHTING_COORDS(4,5) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD6; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; #if UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD3; // SH #endif UNITY_FOG_COORDS(4) UNITY_SHADOW_COORDS(5) #if SHADER_TARGET >= 30 float4 lmap : TEXCOORD6; #endif 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_WORLD_POS struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float4 worldPos : TEXCOORD2; fixed4 color : COLOR0; float4 lmap : TEXCOORD3; UNITY_LIGHTING_COORDS(4,5) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // high-precision fragment shader registers: #ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; float4 lmap : TEXCOORD3; UNITY_FOG_COORDS(4) UNITY_SHADOW_COORDS(5) #ifdef DIRLIGHTMAP_COMBINED float3 tSpace0 : TEXCOORD6; float3 tSpace1 : TEXCOORD7; float3 tSpace2 : TEXCOORD8; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif #endif float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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); #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; #endif #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) 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); #endif o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; o.color = v.color; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #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_SpeedTreeSurf (v2f_SpeedTreeSurf 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; 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 SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function SpeedTreeSurf (surfIN, o); // compute lighting & shadowing factor UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // 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 LightingStandard_GI(o, giInput, gi); // realtime lighting: call lighting function c += LightingStandard (o, worldViewDir, gi); UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // ---- forward rendering additive lights pass: Pass { Name "FORWARD" Tags { "LightMode" = "ForwardAdd" } ZWrite Off Blend One One CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_fog #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_EXTRA_TEX #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; UNITY_LIGHTING_COORDS(3,4) UNITY_FOG_COORDS(5) UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; 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_SpeedTreeSurf (v2f_SpeedTreeSurf 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; 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 SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function SpeedTreeSurf (surfIN, o); UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) fixed4 c = 0; // 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 += LightingStandard (o, worldViewDir, gi); c.a = 0.0; UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog UNITY_OPAQUE_ALPHA(c.a); return c; } ENDCG } // ---- deferred shading pass: Pass { Name "DEFERRED" Tags { "LightMode" = "Deferred" } CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma exclude_renderers nomrt #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_EXTRA_TEX #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldNormal : TEXCOORD1; float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; #ifndef DIRLIGHTMAP_OFF float3 viewDir : TEXCOORD3; #endif 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (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); o.worldPos.xyz = worldPos; o.worldNormal = worldNormal; float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos); #ifndef DIRLIGHTMAP_OFF o.viewDir = viewDirForLight; #endif o.color = v.color; #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #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_SpeedTreeSurf (v2f_SpeedTreeSurf 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 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 SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); o.Normal = IN.worldNormal; normalWorldVertex = IN.worldNormal; // call surface function SpeedTreeSurf (surfIN, o); fixed3 originalNormal = o.Normal; 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 LightingStandard_GI(o, giInput, gi); // call lighting function to output g-buffer outEmission = LightingStandard_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 } ENDCG } // ---- shadow caster pass: Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } ZWrite On ZTest LEqual CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_EXTRA_TEX #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpeedTree8Common.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { V2F_SHADOW_CASTER; half2 pack0 : TEXCOORD1; // _MainTex float3 worldPos : TEXCOORD2; fixed4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (v); o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.color = v.color; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } // fragment shader fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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; 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 surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); SHADOW_CASTER_FRAGMENT(IN) } ENDCG } // ---- meta information extraction pass: Pass { Name "Meta" Tags { "LightMode" = "Meta" } Cull Off CGPROGRAM // compile directives #pragma vertex vert_SpeedTreeSurf #pragma fragment frag_SpeedTreeSurf #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #include "HLSLSupport.cginc" #define UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_SH #define UNITY_INSTANCED_LIGHTMAPSTS #include "UnityShaderVariables.cginc" #include "UnityShaderUtilities.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #define INTERNAL_DATA #define WorldReflectionVector(data,normal) data.worldRefl #define WorldNormalVector(data,normal) normal #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_EXTRA_TEX #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE #define CURVEDWORLD_BEND_ID_1 #pragma shader_feature_local CURVEDWORLD_DISABLED_ON #include "../../Core/CurvedWorldTransform.cginc" #include "SpeedTree8Common.cginc" #include "UnityMetaPass.cginc" // vertex-to-fragment interpolation data struct v2f_SpeedTreeSurf { UNITY_POSITION(pos); half2 pack0 : TEXCOORD0; // _MainTex float3 worldPos : TEXCOORD1; fixed4 color : COLOR0; #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD2; float4 lightCoord : TEXCOORD3; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float4 _MainTex_ST; // vertex shader v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) { UNITY_SETUP_INSTANCE_ID(v); v2f_SpeedTreeSurf o; UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); SpeedTreeVert (v); o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; float3 worldNormal = UnityObjectToWorldNormal(v.normal); o.worldPos.xyz = worldPos; o.color = v.color; return o; } // fragment shader fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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; 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 surfIN.color = IN.color; #ifdef UNITY_COMPILER_HLSL SurfaceOutputStandard o = (SurfaceOutputStandard)0; #else SurfaceOutputStandard o; #endif o.Albedo = 0.0; o.Emission = 0.0; o.Alpha = 0.0; o.Occlusion = 1.0; fixed3 normalWorldVertex = fixed3(0,0,1); // call surface function SpeedTreeSurf (surfIN, o); UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } ENDCG } } FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout" CustomEditor "AmazingAssets.CurvedWorld.Editor.SpeedTree8ShaderGUI" }