735 lines
23 KiB
Plaintext
735 lines
23 KiB
Plaintext
// Curved World <http://u3d.as/1W8h>
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// Copyright (c) Amazing Assets <https://amazingassets.world>
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Shader "Amazing Assets/Curved World/Nature/Tree Creator Leaves Optimized"
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{
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Properties {
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[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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_Color ("Main Color", Color) = (1,1,1,1)
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_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_ShadowStrength("Shadow Strength", Range(0,1)) = 0.8
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_ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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// These are here only to provide default values
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"RenderType"="CurvedWorld_TreeLeaf"
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}
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LOD 200
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// ------------------------------------------------------------
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// Surface shader code generated out of a CGPROGRAM block:
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// ---- forward rendering base pass:
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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ColorMask RGB
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CGPROGRAM
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// compile directives
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#pragma vertex vert_surf
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#pragma fragment frag_surf
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap
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#include "HLSLSupport.cginc"
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#define UNITY_INSTANCED_LOD_FADE
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#define UNITY_INSTANCED_SH
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#define UNITY_INSTANCED_LIGHTMAPSTS
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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// -------- variant for: <when no other keywords are defined>
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#if !defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'TreeVertLeaf'
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// writes to per-pixel normal: YES
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// writes to emission: no
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// writes to occlusion: no
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// needs world space reflection vector: no
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// needs world space normal vector: no
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// needs screen space position: no
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// needs world space position: no
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// needs view direction: no
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// needs world space view direction: no
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// needs world space position for lighting: no
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// needs world space view direction for lighting: YES
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// needs world space view direction for lightmaps: no
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// needs vertex color: YES
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// needs VFACE: no
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// passes tangent-to-world matrix to pixel shader: YES
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// reads from normal: no
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// 1 texcoords actually used
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// float2 _MainTex
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#include "UnityCG.cginc"
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//Shader does not support lightmap thus we always want to fallback to SH.
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#undef UNITY_SHOULD_SAMPLE_SH
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#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#include "UnityBuiltin3xTreeLibrary.cginc"
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sampler2D _MainTex;
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sampler2D _BumpSpecMap;
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sampler2D _TranslucencyMap;
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struct Input {
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float2 uv_MainTex;
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fixed4 color : COLOR; // color.a = AO
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#if defined(BILLBOARD_FACE_CAMERA_POS)
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float4 screenPos;
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#endif
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};
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void surf (Input IN, inout LeafSurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
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fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
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o.Translucency = trngls.b;
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o.Gloss = trngls.a * _Color.r;
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o.Alpha = c.a;
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#if defined(BILLBOARD_FACE_CAMERA_POS)
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float coverage = 1.0;
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if (_TreeInstanceColor.a < 1.0)
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{
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coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
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}
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o.Alpha *= coverage;
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#endif
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half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.r;
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o.Normal = UnpackNormalDXT5nm(norspc);
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}
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// vertex-to-fragment interpolation data
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// no lightmaps:
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_TSPACE
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 pack0 : TEXCOORD0; // _MainTex
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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fixed4 color : COLOR0;
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fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
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UNITY_LIGHTING_COORDS(5,6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 pack0 : TEXCOORD0; // _MainTex
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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fixed4 color : COLOR0;
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fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
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UNITY_FOG_COORDS(5)
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UNITY_SHADOW_COORDS(6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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// with lightmaps:
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#ifdef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_TSPACE
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 pack0 : TEXCOORD0; // _MainTex
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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fixed4 color : COLOR0;
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float4 lmap : TEXCOORD4;
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UNITY_LIGHTING_COORDS(5,6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// high-precision fragment shader registers:
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#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 pack0 : TEXCOORD0; // _MainTex
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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fixed4 color : COLOR0;
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float4 lmap : TEXCOORD4;
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UNITY_FOG_COORDS(5)
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UNITY_SHADOW_COORDS(6)
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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#endif
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float4 _MainTex_ST;
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// vertex shader
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v2f_surf vert_surf (appdata_full v) {
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UNITY_SETUP_INSTANCE_ID(v);
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v2f_surf o;
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UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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UNITY_TRANSFER_INSTANCE_ID(v,o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TreeVertLeaf (v);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
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o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
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o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
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o.color = v.color;
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#ifdef LIGHTMAP_ON
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o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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#endif
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// SH/ambient and vertex lights
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#ifndef LIGHTMAP_ON
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#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
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o.vlight = shlight;
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#else
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o.vlight = 0.0;
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#endif
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#ifdef VERTEXLIGHT_ON
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o.vlight += Shade4PointLights (
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unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
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unity_4LightAtten0, worldPos, worldNormal );
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#endif // VERTEXLIGHT_ON
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#endif // !LIGHTMAP_ON
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UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
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#else
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UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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#endif
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return o;
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}
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fixed _Cutoff;
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// fragment shader
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fixed4 frag_surf (v2f_surf IN) : SV_Target {
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UNITY_SETUP_INSTANCE_ID(IN);
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// prepare and unpack data
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Input surfIN;
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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#elif defined (FOG_COMBINED_WITH_WORLD_POS)
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UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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#else
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UNITY_EXTRACT_FOG(IN);
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#endif
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#ifdef FOG_COMBINED_WITH_TSPACE
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UNITY_RECONSTRUCT_TBN(IN);
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#else
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UNITY_EXTRACT_TBN(IN);
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#endif
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UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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surfIN.uv_MainTex.x = 1.0;
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surfIN.color.x = 1.0;
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surfIN.uv_MainTex = IN.pack0.xy;
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float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
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#ifndef USING_DIRECTIONAL_LIGHT
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fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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#else
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fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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#endif
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float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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surfIN.color = IN.color;
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#ifdef UNITY_COMPILER_HLSL
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LeafSurfaceOutput o = (LeafSurfaceOutput)0;
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#else
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LeafSurfaceOutput o;
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#endif
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o.Albedo = 0.0;
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o.Emission = 0.0;
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o.Specular = 0.0;
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o.Alpha = 0.0;
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fixed3 normalWorldVertex = fixed3(0,0,1);
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o.Normal = fixed3(0,0,1);
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// call surface function
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surf (surfIN, o);
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// alpha test
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clip (o.Alpha - _Cutoff);
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// compute lighting & shadowing factor
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UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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fixed4 c = 0;
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float3 worldN;
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worldN.x = dot(_unity_tbn_0, o.Normal);
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worldN.y = dot(_unity_tbn_1, o.Normal);
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worldN.z = dot(_unity_tbn_2, o.Normal);
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worldN = normalize(worldN);
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o.Normal = worldN;
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#ifndef LIGHTMAP_ON
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c.rgb += o.Albedo * IN.vlight;
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#endif // !LIGHTMAP_ON
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// lightmaps
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#ifdef LIGHTMAP_ON
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#if DIRLIGHTMAP_COMBINED
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// directional lightmaps
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fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
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fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
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half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
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#else
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// single lightmap
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fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
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fixed3 lm = DecodeLightmap (lmtex);
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#endif
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#endif // LIGHTMAP_ON
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// realtime lighting: call lighting function
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#ifndef LIGHTMAP_ON
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c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
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#else
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c.a = o.Alpha;
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#endif
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#ifdef LIGHTMAP_ON
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#endif // LIGHTMAP_ON
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UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
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return c;
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}
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#endif
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// -------- variant for: INSTANCING_ON
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#if defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'TreeVertLeaf'
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// writes to per-pixel normal: YES
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// writes to emission: no
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// writes to occlusion: no
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// needs world space reflection vector: no
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// needs world space normal vector: no
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// needs screen space position: no
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// needs world space position: no
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// needs view direction: no
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// needs world space view direction: no
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// needs world space position for lighting: no
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// needs world space view direction for lighting: YES
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// needs world space view direction for lightmaps: no
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// needs vertex color: YES
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// needs VFACE: no
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// passes tangent-to-world matrix to pixel shader: YES
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// reads from normal: no
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// 1 texcoords actually used
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// float2 _MainTex
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#include "UnityCG.cginc"
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//Shader does not support lightmap thus we always want to fallback to SH.
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#undef UNITY_SHOULD_SAMPLE_SH
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#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#include "UnityBuiltin3xTreeLibrary.cginc"
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sampler2D _MainTex;
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sampler2D _BumpSpecMap;
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sampler2D _TranslucencyMap;
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struct Input {
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float2 uv_MainTex;
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fixed4 color : COLOR; // color.a = AO
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#if defined(BILLBOARD_FACE_CAMERA_POS)
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float4 screenPos;
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#endif
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};
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void surf (Input IN, inout LeafSurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
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fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
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o.Translucency = trngls.b;
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o.Gloss = trngls.a * _Color.r;
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o.Alpha = c.a;
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#if defined(BILLBOARD_FACE_CAMERA_POS)
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float coverage = 1.0;
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if (_TreeInstanceColor.a < 1.0)
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{
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coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
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}
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o.Alpha *= coverage;
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#endif
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half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.r;
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o.Normal = UnpackNormalDXT5nm(norspc);
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}
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// vertex-to-fragment interpolation data
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// no lightmaps:
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
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#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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#define FOG_COMBINED_WITH_TSPACE
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struct v2f_surf {
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UNITY_POSITION(pos);
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float2 pack0 : TEXCOORD0; // _MainTex
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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fixed4 color : COLOR0;
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fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
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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;
|
|
fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
|
|
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);
|
|
TreeVertLeaf (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
|
|
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
|
|
o.vlight = shlight;
|
|
#else
|
|
o.vlight = 0.0;
|
|
#endif
|
|
#ifdef VERTEXLIGHT_ON
|
|
o.vlight += 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 // VERTEXLIGHT_ON
|
|
#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;
|
|
}
|
|
fixed _Cutoff;
|
|
|
|
// 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
|
|
LeafSurfaceOutput o = (LeafSurfaceOutput)0;
|
|
#else
|
|
LeafSurfaceOutput o;
|
|
#endif
|
|
o.Albedo = 0.0;
|
|
o.Emission = 0.0;
|
|
o.Specular = 0.0;
|
|
o.Alpha = 0.0;
|
|
fixed3 normalWorldVertex = fixed3(0,0,1);
|
|
o.Normal = fixed3(0,0,1);
|
|
|
|
// call surface function
|
|
surf (surfIN, o);
|
|
|
|
// alpha test
|
|
clip (o.Alpha - _Cutoff);
|
|
|
|
// 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;
|
|
#ifndef LIGHTMAP_ON
|
|
c.rgb += o.Albedo * IN.vlight;
|
|
#endif // !LIGHTMAP_ON
|
|
|
|
// lightmaps
|
|
#ifdef LIGHTMAP_ON
|
|
#if DIRLIGHTMAP_COMBINED
|
|
// directional lightmaps
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
|
|
half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
|
|
#else
|
|
// single lightmap
|
|
fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
|
|
fixed3 lm = DecodeLightmap (lmtex);
|
|
#endif
|
|
|
|
#endif // LIGHTMAP_ON
|
|
|
|
|
|
// realtime lighting: call lighting function
|
|
#ifndef LIGHTMAP_ON
|
|
c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
|
|
#else
|
|
c.a = o.Alpha;
|
|
#endif
|
|
|
|
#ifdef LIGHTMAP_ON
|
|
#endif // LIGHTMAP_ON
|
|
|
|
UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
|
|
return c;
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
|
|
ENDCG
|
|
|
|
}
|
|
|
|
// ---- end of surface shader generated code
|
|
|
|
#LINE 82
|
|
|
|
|
|
// Pass to render object as a shadow caster
|
|
Pass {
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode" = "ShadowCaster" }
|
|
|
|
CGPROGRAM
|
|
#include "HLSLSupport.cginc"
|
|
#define UNITY_INSTANCED_LOD_FADE
|
|
#define UNITY_INSTANCED_SH
|
|
#define UNITY_INSTANCED_LIGHTMAPSTS
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityShaderUtilities.cginc"
|
|
|
|
#pragma vertex vert_surf
|
|
#pragma fragment frag_surf
|
|
#pragma multi_compile_shadowcaster
|
|
#include "HLSLSupport.cginc"
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
|
|
#define INTERNAL_DATA
|
|
#define WorldReflectionVector(data,normal) data.worldRefl
|
|
|
|
|
|
|
|
#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 "UnityBuiltin3xTreeLibrary.cginc"
|
|
|
|
|
|
|
|
sampler2D _MainTex;
|
|
|
|
struct Input {
|
|
float2 uv_MainTex;
|
|
};
|
|
|
|
struct v2f_surf {
|
|
V2F_SHADOW_CASTER;
|
|
float2 hip_pack0 : TEXCOORD1;
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
float4 _MainTex_ST;
|
|
v2f_surf vert_surf (appdata_full v) {
|
|
v2f_surf o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
TreeVertLeaf (v);
|
|
o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
|
return o;
|
|
}
|
|
fixed _Cutoff;
|
|
float4 frag_surf (v2f_surf IN) : SV_Target {
|
|
half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
|
|
clip (alpha - _Cutoff);
|
|
SHADOW_CASTER_FRAGMENT(IN)
|
|
}
|
|
ENDCG
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Leaves Rendertex"
|
|
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
|
|
}
|