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- Shader "Nature/SpeedTreeLightMapped"
- {
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0,0,0,0)
- _HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.1
- _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
- _DetailTex ("Detail", 2D) = "black" {}
- _BumpMap ("Normal Map", 2D) = "bump" {}
- _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
- [MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Int) = 2
- [MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0,5)) = 0
- }
- // targeting SM3.0+
- SubShader
- {
- Tags
- {
- "Queue"="Geometry"
- "IgnoreProjector"="True"
- "RenderType"="Opaque"
- "DisableBatching"="LODFading"
- }
- LOD 400
- Cull [_Cull]
- CGPROGRAM
- #pragma surface surf Lambert vertex:SpeedTreeVert
- #pragma target 4.0
- #pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #pragma shader_feature EFFECT_BUMP
- #pragma shader_feature EFFECT_HUE_VARIATION
- #define ENABLE_WIND
- #include "SpeedTreeCommon.cginc"
- void SpeedTreeFrag2(Input IN, out SpeedTreeFragOut OUT)
- {
- UNITY_APPLY_DITHER_CROSSFADE(IN)
- 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 = 0;//diffuseColor.rgb * IN.color.rgb;
- OUT.Gloss = 1;//diffuseColor.a;
- OUT.Specular = 1;//_Shininess;
- #ifdef EFFECT_BUMP
- OUT.Normal = UnpackNormal(tex2D(_BumpMap, IN.mainTexUV));
- #endif
- }
- inline fixed4 UnityLambertLight2 (SurfaceOutput s, UnityLight light)
- {
- fixed diff = max (0, dot (s.Normal, light.dir));
- fixed4 c;
- c.rgb = s.Albedo * light.color * diff;
- c.a = s.Alpha;
- return c;
- }
- inline fixed4 LightingLambert2 (SurfaceOutput s, UnityGI gi)
- {
- fixed4 c;
- c = UnityLambertLight2 (s, gi.light);
- #if defined(DIRLIGHTMAP_SEPARATE)
- #ifdef LIGHTMAP_ON
- c += UnityLambertLight2 (s, gi.light2);
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- c += UnityLambertLight2 (s, gi.light3);
- #endif
- #endif
- #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
- c.rgb += s.Albedo * gi.indirect.diffuse;
- #endif
- return c;
- }
- inline half4 LightingLambert2_Deferred (SurfaceOutput s, UnityGI gi, out half4 outDiffuseOcclusion, out half4 outSpecSmoothness, out half4 outNormal)
- {
- outDiffuseOcclusion = half4(s.Albedo, 1);
- outSpecSmoothness = 0.0;
- outNormal = half4(s.Normal * 0.5 + 0.5, 1);
- /*
- half4 emission = half4(s.Emission, 1);
- #ifdef UNITY_LIGHT_FUNCTION_APPLY_INDIRECT
- emission.rgb += s.Albedo * gi.indirect.diffuse;
- #endif
- return emission;
- */
- return 0;
- }
- inline void LightingLambert2_GI (
- SurfaceOutput s,
- UnityGIInput data,
- inout UnityGI gi)
- {
- gi = UnityGlobalIllumination (data, 1.0, s.Normal);
- }
- inline fixed4 LightingLambert2_PrePass (SurfaceOutput s, half4 light)
- {
- fixed4 c;
- c.rgb = s.Albedo * light.rgb;
- c.a = s.Alpha;
- return c;
- }
- void surf(Input IN, inout SurfaceOutput OUT)
- {
- SpeedTreeFragOut o;
- SpeedTreeFrag(IN, o);
- SPEEDTREE_COPY_FRAG(OUT, o)
- //OUT.Albedo = 1;
- //OUT.Normal = o.Normal;
- //OUT.Emission = 0;
- //OUT.Gloss = 0;
- //OUT.Specular = 0;
- //OUT.Alpha = 0;
- }
- ENDCG
- Pass
- {
- Tags { "LightMode" = "ShadowCaster" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #pragma multi_compile_shadowcaster
- #define ENABLE_WIND
- #include "SpeedTreeCommon.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- #ifdef SPEEDTREE_ALPHATEST
- half2 uv : TEXCOORD1;
- #endif
- UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
- };
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- #ifdef SPEEDTREE_ALPHATEST
- o.uv = v.texcoord.xy;
- #endif
- OffsetSpeedTreeVertex(v, unity_LODFade.x);
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
- UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
- return o;
- }
- float4 frag(v2f i) : SV_Target
- {
- #ifdef SPEEDTREE_ALPHATEST
- clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff);
- #endif
- UNITY_APPLY_DITHER_CROSSFADE(i)
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- Pass
- {
- Tags { "LightMode" = "Vertex" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
- #pragma multi_compile_fog
- #pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #pragma shader_feature EFFECT_HUE_VARIATION
- #define ENABLE_WIND
- #include "SpeedTreeCommon.cginc"
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_FOG_COORDS(0)
- Input data : TEXCOORD1;
- };
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- SpeedTreeVert(v, o.data);
- o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
- o.vertex = mul(UNITY_MATRIX_MVP, 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
- }
- }
- // targeting SM2.0: Cross-fading, Normal-mapping, Hue variation and Wind animation are turned off for less instructions
- SubShader
- {
- Tags
- {
- "Queue"="Geometry"
- "IgnoreProjector"="True"
- "RenderType"="Opaque"
- "DisableBatching"="LODFading"
- }
- LOD 400
- Cull [_Cull]
- CGPROGRAM
- #pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
- #pragma multi_compile __ LOD_FADE_PERCENTAGE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #include "SpeedTreeCommon.cginc"
- void surf(Input IN, inout SurfaceOutput OUT)
- {
- SpeedTreeFragOut o;
- SpeedTreeFrag(IN, o);
- SPEEDTREE_COPY_FRAG(OUT, o)
- }
- ENDCG
- Pass
- {
- Tags { "LightMode" = "ShadowCaster" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile __ LOD_FADE_PERCENTAGE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #pragma multi_compile_shadowcaster
- #include "SpeedTreeCommon.cginc"
- struct v2f
- {
- V2F_SHADOW_CASTER;
- #ifdef SPEEDTREE_ALPHATEST
- half2 uv : TEXCOORD1;
- #endif
- };
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- #ifdef SPEEDTREE_ALPHATEST
- o.uv = v.texcoord.xy;
- #endif
- OffsetSpeedTreeVertex(v, unity_LODFade.x);
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
- return o;
- }
- float4 frag(v2f i) : SV_Target
- {
- #ifdef SPEEDTREE_ALPHATEST
- clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff);
- #endif
- SHADOW_CASTER_FRAGMENT(i)
- }
- ENDCG
- }
- Pass
- {
- Tags { "LightMode" = "Vertex" }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fog
- #pragma multi_compile __ LOD_FADE_PERCENTAGE
- #pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
- #include "SpeedTreeCommon.cginc"
- struct v2f
- {
- float4 vertex : SV_POSITION;
- UNITY_FOG_COORDS(0)
- Input data : TEXCOORD1;
- };
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- SpeedTreeVert(v, o.data);
- o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
- o.vertex = mul(UNITY_MATRIX_MVP, 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 "Transparent/Cutout/VertexLit"
- CustomEditor "SpeedTreeMaterialInspector"
- }
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