OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/SpeedTree/SpeedTreeBillboard.shader

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// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
Shader "Amazing Assets/Curved World/Nature/SpeedTree Billboard"
{
Properties
{
[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
[CurvedWorldSeparator] _Separator("20", float) = 0
_Color ("Main Color", Color) = (1,1,1,1)
_HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0,1)) = 0
}
// targeting SM3.0+
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
"DisableBatching"="LODFading"
}
LOD 400
// ------------------------------------------------------------
// Surface shader code generated out of a CGPROGRAM block:
// ---- forward rendering base pass:
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
#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 "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 EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#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"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
UNITY_POSITION(pos);
float4 tSpace0 : TEXCOORD0;
float4 tSpace1 : TEXCOORD1;
float4 tSpace2 : TEXCOORD2;
half4 custompack0 : TEXCOORD3; // color
half3 custompack1 : TEXCOORD4; // interpolator1
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD5; // SH
#endif
UNITY_LIGHTING_COORDS(6,7)
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);
float4 tSpace0 : TEXCOORD0;
float4 tSpace1 : TEXCOORD1;
float4 tSpace2 : TEXCOORD2;
half4 custompack0 : TEXCOORD3; // color
half3 custompack1 : TEXCOORD4; // interpolator1
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD5; // SH
#endif
UNITY_FOG_COORDS(6)
UNITY_SHADOW_COORDS(7)
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);
float4 tSpace0 : TEXCOORD0;
float4 tSpace1 : TEXCOORD1;
float4 tSpace2 : TEXCOORD2;
half4 custompack0 : TEXCOORD3; // color
half3 custompack1 : TEXCOORD4; // interpolator1
float4 lmap : TEXCOORD5;
UNITY_LIGHTING_COORDS(6,7)
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);
float4 tSpace0 : TEXCOORD0;
float4 tSpace1 : TEXCOORD1;
float4 tSpace2 : TEXCOORD2;
half4 custompack0 : TEXCOORD3; // color
half3 custompack1 : TEXCOORD4; // interpolator1
float4 lmap : TEXCOORD5;
UNITY_FOG_COORDS(6)
UNITY_SHADOW_COORDS(7)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
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);
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
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
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
surf (surfIN, o);
UNITY_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.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
LightingLambert_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
#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 "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 EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#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"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
struct v2f_surf {
UNITY_POSITION(pos);
float3 tSpace0 : TEXCOORD0;
float3 tSpace1 : TEXCOORD1;
float3 tSpace2 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
half4 custompack0 : TEXCOORD4; // color
half3 custompack1 : TEXCOORD5; // interpolator1
UNITY_LIGHTING_COORDS(6,7)
UNITY_FOG_COORDS(8)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
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;
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
surf (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 += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
#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"
#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 EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#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"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
struct v2f_surf {
UNITY_POSITION(pos);
float4 tSpace0 : TEXCOORD0;
float4 tSpace1 : TEXCOORD1;
float4 tSpace2 : TEXCOORD2;
half4 custompack0 : TEXCOORD3; // color
half3 custompack1 : TEXCOORD4; // interpolator1
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
};
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
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.lmap.zw = 0;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#ifdef DIRLIGHTMAP_OFF
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
#endif
#else
o.lmap.xy = 0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif
return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;
// fragment shader
void frag_surf (v2f_surf IN,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
out half4 outGBuffer2 : SV_Target2,
out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
, out half4 outShadowMask : SV_Target4
#endif
) {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_RECONSTRUCT_TBN(IN);
#else
UNITY_EXTRACT_TBN(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
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
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = fixed3(0,0,1);
// call surface function
surf (surfIN, o);
UNITY_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.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
LightingLambert_GI(o, giInput, gi);
// call lighting function to output g-buffer
outEmission = LightingLambert_Deferred (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster nodynlightmap nodirlightmap
#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"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
#pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#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"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
struct v2f_surf {
V2F_SHADOW_CASTER;
float3 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos.xyz = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
// call surface function
surf (surfIN, o);
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
Pass
{
Tags { "LightMode" = "Vertex" }
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
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_fog
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#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"
#include "SpeedTreeBillboardCommon.cginc"
struct v2f
{
UNITY_POSITION(vertex);
UNITY_FOG_COORDS(0)
Input data : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(SpeedTreeBillboardData v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
SpeedTreeBillboardVert(v, o.data);
o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
SpeedTreeFragOut o;
SpeedTreeFrag(i.data, o);
UNITY_APPLY_DITHER_CROSSFADE(i.vertex.xy);
fixed4 c = fixed4(o.Albedo, o.Alpha);
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
//targeting SM2.0: Hue variation and Camera-facing billboard are turned off for less instructions
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
LOD 400
// ------------------------------------------------------------
// Surface shader code generated out of a CGPROGRAM block:
// ---- forward rendering base pass:
Pass {
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
#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 "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// 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_surf {
UNITY_POSITION(pos);
float3 worldNormal : TEXCOORD0;
float4 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD4; // SH
#endif
UNITY_LIGHTING_COORDS(5,6)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
UNITY_POSITION(pos);
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD4; // SH
#endif
UNITY_FOG_COORDS(5)
UNITY_SHADOW_COORDS(6)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_WORLD_POS
struct v2f_surf {
UNITY_POSITION(pos);
float3 worldNormal : TEXCOORD0;
float4 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
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);
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
float4 lmap : TEXCOORD4;
UNITY_FOG_COORDS(5)
UNITY_SHADOW_COORDS(6)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
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;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
// SH/ambient and vertex lights
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
// Approximated illumination from non-important point lights
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif // !LIGHTMAP_ON
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
#else
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
#endif
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = IN.worldNormal;
normalWorldVertex = IN.worldNormal;
// call surface function
surf (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.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
LightingLambert_GI(o, giInput, gi);
// realtime lighting: call lighting function
c += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
#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 "AutoLight.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
struct v2f_surf {
UNITY_POSITION(pos);
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
UNITY_LIGHTING_COORDS(4,5)
UNITY_FOG_COORDS(6)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos.xyz = worldPos;
o.worldNormal = worldNormal;
UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
return o;
}
// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = IN.worldNormal;
normalWorldVertex = IN.worldNormal;
// call surface function
surf (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 += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
#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"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
// vertex-to-fragment interpolation data
struct v2f_surf {
UNITY_POSITION(pos);
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
half4 custompack0 : TEXCOORD2; // color
half3 custompack1 : TEXCOORD3; // interpolator1
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
};
// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData 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);
Input customInputData;
SpeedTreeBillboardVert (v, customInputData);
o.custompack0.xyzw = customInputData.color;
o.custompack1.xyz = customInputData.interpolator1;
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos.xyz = worldPos;
o.worldNormal = worldNormal;
o.lmap.zw = 0;
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#ifdef DIRLIGHTMAP_OFF
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
#endif
#else
o.lmap.xy = 0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif
return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;
// fragment shader
void frag_surf (v2f_surf IN,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
out half4 outGBuffer2 : SV_Target2,
out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
, out half4 outShadowMask : SV_Target4
#endif
) {
UNITY_SETUP_INSTANCE_ID(IN);
// prepare and unpack data
Input surfIN;
#ifdef FOG_COMBINED_WITH_TSPACE
UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
#elif defined (FOG_COMBINED_WITH_WORLD_POS)
UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
#else
UNITY_EXTRACT_FOG(IN);
#endif
UNITY_INITIALIZE_OUTPUT(Input,surfIN);
surfIN.color.x = 1.0;
surfIN.interpolator1.x = 1.0;
surfIN.color = IN.custompack0.xyzw;
surfIN.interpolator1 = IN.custompack1.xyz;
float3 worldPos = IN.worldPos.xyz;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
#ifdef UNITY_COMPILER_HLSL
SurfaceOutput o = (SurfaceOutput)0;
#else
SurfaceOutput o;
#endif
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
fixed3 normalWorldVertex = fixed3(0,0,1);
o.Normal = IN.worldNormal;
normalWorldVertex = IN.worldNormal;
// call surface function
surf (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.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
LightingLambert_GI(o, giInput, gi);
// call lighting function to output g-buffer
outEmission = LightingLambert_Deferred (o, 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
}
Pass
{
Tags { "LightMode" = "Vertex" }
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
#pragma fragment frag
#pragma multi_compile_fog
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"
#include "SpeedTreeBillboardCommon.cginc"
struct v2f
{
UNITY_POSITION(vertex);
UNITY_FOG_COORDS(0)
Input data : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(SpeedTreeBillboardData v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
SpeedTreeBillboardVert(v, o.data);
o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
SpeedTreeFragOut o;
SpeedTreeFrag(i.data, o);
fixed4 c = fixed4(o.Albedo, o.Alpha);
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout"
}