OvertakingLegend/Assets/Amazing Assets/Curved World/Shaders/Templates/Terrain/Trees/CameraFacingBillboardTree.txt

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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/CameraFacingBillboardTree"
{
Properties{
_MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
_NormalTex("Base (RGB) Alpha (A)", 2D) = "white" {}
_TranslucencyViewDependency("View dependency", Range(0,1)) = 0.7
_TranslucencyColor("Translucency Color", Color) = (0.73,0.85,0.41,1)
_AlphaToMask("AlphaToMask", Float) = 1.0 // On
}
SubShader{
Tags {
"IgnoreProjector" = "True" "RenderType" = "CurvedWorld_TreeBillboard" }
Pass {
ColorMask rgb
ZWrite On Cull Off
AlphaToMask [_AlphaToMask]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
#define CURVEDWORLD_BEND_ID_#ID#
#include "../../../../Core/CurvedWorldTransform.cginc"
#if SHADER_API_D3D11 || SHADER_API_GLCORE
#define ALBEDO_NORMAL_LIGHTING 1
#endif
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR0;
float3 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
UNITY_VERTEX_OUTPUT_STEREO
float4 screenPos : TEXCOORD2;
#if defined(ALBEDO_NORMAL_LIGHTING)
float3 viewDir : TEXCOORD3;
#endif
};
#if defined(ALBEDO_NORMAL_LIGHTING)
CBUFFER_START(UnityTerrainImposter)
float3 _TerrainTreeLightDirections[4];
float4 _TerrainTreeLightColors[4];
CBUFFER_END
#endif
void CameraFacingBillboardVert(inout float4 pos, float2 offset, float offsetz)
{
float3 vertViewVector = pos.xyz - _TreeBillboardCameraPos.xyz;
float treeDistanceSqr = dot(vertViewVector, vertViewVector);
float distance = sqrt(treeDistanceSqr);
if (treeDistanceSqr > _TreeBillboardDistances.x)
offset.xy = offsetz = 0.0;
// Create LookAt matrix
float3 up = float3(0, 1, 0);
float3 zaxis = vertViewVector / distance; // distance won't be 0 since billboard would already be clipped by near plane
float3 xaxis = normalize(cross(up, zaxis)); // direct top down view of billboard won't be visible due its orientation about yaxis
float vertexCameraDistance = distance - _TreeBillboardDistances.z;
float fadeAmount = saturate(vertexCameraDistance / _TreeBillboardDistances.w);
pos.w = fadeAmount;
if (vertexCameraDistance > _TreeBillboardDistances.w)
pos.w = 1.0;
// positioning of billboard vertices horizontally
pos.xyz += xaxis * offset.x;
float radius = offset.y;
// positioning of billboard vertices veritally
pos.xyz += up * radius;
}
v2f vert(appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
CameraFacingBillboardVert(v.vertex, v.texcoord1.xy, v.texcoord.y);
CURVEDWORLD_TRANSFORM_VERTEX(v.vertex);
o.uv.z = v.vertex.w;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
#if defined(ALBEDO_NORMAL_LIGHTING)
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
#endif
o.color = v.color;
o.screenPos = ComputeScreenPos(o.pos);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
half3 CalcTreeLighting(half3 viewDir, half3 lightColor, half3 lightDir, half3 albedo, half3 normal, half backContribScale)
{
half backContrib = saturate(dot(viewDir, -lightDir));
half ndotl = dot(lightDir, normal);
backContrib = lerp(saturate(-ndotl), backContrib, _TranslucencyViewDependency) * backContribScale;
half3 translucencyColor = backContrib * _TranslucencyColor;
const half diffuseWrap = 0.8;
ndotl = saturate(ndotl * diffuseWrap + (1 - diffuseWrap));
return albedo * (translucencyColor + ndotl) * lightColor;
}
sampler2D _MainTex;
sampler2D _NormalTex;
fixed4 frag(v2f input) : SV_Target
{
fixed4 col = tex2D(_MainTex, input.uv.xy);
col.rgb *= input.color.rgb;
#if defined(ALBEDO_NORMAL_LIGHTING)
half3 normal = tex2D(_NormalTex, input.uv.xy).xyz;
normal = normalize(normal);
half3 albedo = col.rgb;
half3 light = UNITY_LIGHTMODEL_AMBIENT * albedo;
const half backContribScale = 0.2;
light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[0].rgb, _TerrainTreeLightDirections[0], albedo, normal, backContribScale);
light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[1].rgb, _TerrainTreeLightDirections[1], albedo, normal, backContribScale);
light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[2].rgb, _TerrainTreeLightDirections[2], albedo, normal, backContribScale);
col.rgb = light;
#endif
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
//use alpha-to-coverage with dithering only on desktop and not for Quest/mobile (too slow) (case 1308585)
float coverage = ComputeAlphaCoverage(input.screenPos, input.uv.z);
col.a *= coverage;
#endif
clip(col.a - _TreeBillboardCameraFront.w);
UNITY_APPLY_FOG(input.fogCoord, col);
return col;
}
ENDCG
}
}
Fallback Off
}