OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Built-In/SpeedTree/SpeedTreeCommon.cginc

156 lines
4.4 KiB
HLSL

// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
#ifndef SPEEDTREE_COMMON_INCLUDED
#define SPEEDTREE_COMMON_INCLUDED
#include "UnityCG.cginc"
#define SPEEDTREE_Y_UP
#ifdef GEOM_TYPE_BRANCH_DETAIL
#define GEOM_TYPE_BRANCH
#endif
#include "SpeedTreeVertex.cginc"
// Define Input structure
struct Input
{
fixed4 color;
half3 interpolator1;
#ifdef GEOM_TYPE_BRANCH_DETAIL
half3 interpolator2;
#endif
};
// Define uniforms
#define mainTexUV interpolator1.xy
sampler2D _MainTex;
#ifdef GEOM_TYPE_BRANCH_DETAIL
#define Detail interpolator2
sampler2D _DetailTex;
#endif
#if defined(GEOM_TYPE_FROND) || defined(GEOM_TYPE_LEAF) || defined(GEOM_TYPE_FACING_LEAF)
#define SPEEDTREE_ALPHATEST
fixed _Cutoff;
#endif
#ifdef EFFECT_HUE_VARIATION
#define HueVariationAmount interpolator1.z
half4 _HueVariation;
#endif
#if defined(EFFECT_BUMP) && !defined(LIGHTMAP_ON)
sampler2D _BumpMap;
#endif
fixed4 _Color;
// Vertex processing
void SpeedTreeVert(inout SpeedTreeVB IN, out Input OUT)
{
UNITY_INITIALIZE_OUTPUT(Input, OUT);
OUT.mainTexUV = IN.texcoord.xy;
OUT.color = _Color;
OUT.color.rgb *= IN.color.r; // ambient occlusion factor
#ifdef EFFECT_HUE_VARIATION
float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
hueVariationAmount += frac(IN.vertex.x + IN.normal.y + IN.normal.x) * 0.5 - 0.3;
OUT.HueVariationAmount = saturate(hueVariationAmount * _HueVariation.a);
#endif
#ifdef GEOM_TYPE_BRANCH_DETAIL
// The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem.
OUT.Detail.xy = IN.texcoord2.xy;
if (IN.color.a == 0) // Blend
OUT.Detail.z = IN.texcoord2.z;
else // Detail texture
OUT.Detail.z = 2.5f; // stay out of Blend's .z range
#endif
OffsetSpeedTreeVertex(IN, unity_LODFade.x);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(IN.vertex, IN.normal, IN.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(IN.vertex)
#endif
#endif
}
// Fragment processing
#if defined(EFFECT_BUMP)
#define SPEEDTREE_DATA_NORMAL fixed3 Normal;
#define SPEEDTREE_COPY_NORMAL(to, from) to.Normal = from.Normal;
#else
#define SPEEDTREE_DATA_NORMAL
#define SPEEDTREE_COPY_NORMAL(to, from)
#endif
#define SPEEDTREE_COPY_FRAG(to, from) \
to.Albedo = from.Albedo; \
to.Alpha = from.Alpha; \
SPEEDTREE_COPY_NORMAL(to, from)
struct SpeedTreeFragOut
{
fixed3 Albedo;
fixed Alpha;
SPEEDTREE_DATA_NORMAL
};
void SpeedTreeFrag(Input IN, out SpeedTreeFragOut OUT)
{
half4 diffuseColor = tex2D(_MainTex, IN.mainTexUV);
OUT.Alpha = diffuseColor.a * _Color.a;
#ifdef SPEEDTREE_ALPHATEST
clip(OUT.Alpha - _Cutoff);
#endif
#ifdef GEOM_TYPE_BRANCH_DETAIL
half4 detailColor = tex2D(_DetailTex, IN.Detail.xy);
diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, IN.Detail.z < 2.0f ? saturate(IN.Detail.z) : detailColor.a);
#endif
#ifdef EFFECT_HUE_VARIATION
half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, IN.HueVariationAmount);
half maxBase = max(diffuseColor.r, max(diffuseColor.g, diffuseColor.b));
half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
maxBase /= newMaxBase;
maxBase = maxBase * 0.5f + 0.5f;
// preserve vibrance
shiftedColor.rgb *= maxBase;
diffuseColor.rgb = saturate(shiftedColor);
#endif
OUT.Albedo = diffuseColor.rgb * IN.color.rgb;
#if defined(EFFECT_BUMP)
#if defined(LIGHTMAP_ON)
OUT.Normal = fixed3(0,0,1);
#else
OUT.Normal = UnpackNormal(tex2D(_BumpMap, IN.mainTexUV));
#ifdef GEOM_TYPE_BRANCH_DETAIL
half3 detailNormal = UnpackNormal(tex2D(_BumpMap, IN.Detail.xy));
OUT.Normal = lerp(OUT.Normal, detailNormal, IN.Detail.z < 2.0f ? saturate(IN.Detail.z) : detailColor.a);
#endif
#endif
#endif
}
#endif // SPEEDTREE_COMMON_INCLUDED