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- // Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
-
- Shader "Hidden/Fog Volume/Depth"
- {
- Properties
- {
- _MainTex("Main Texture", 2D) = "white" {}
- _Cutoff("Alpha cutoff", Range(0,1)) = 0.5
- _Color("Color", Color) = (1,1,1,1)
- [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
- }
-
- CGINCLUDE
- #pragma target 3.0
- #include "UnityCG.cginc"
- sampler2D _CameraDepthTexture;
- uniform float _Cutoff;
- uniform sampler2D _MainTex;
- float4 _Color;
- int _Cull;
- struct v2f
- {
- float4 vertex : SV_POSITION;
- float2 uv : TEXCOORD0;
- half depth:TEXCOORD1;
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- v2f vert(appdata_full v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.vertex = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- //o.depth = COMPUTE_DEPTH_01;
- //3.2.1
- o.depth = -(UnityObjectToViewPos(v.vertex).z)/** _ProjectionParams.w*/;
- return o;
- }
-
- half4 fragOpaque(v2f i) : COLOR
- {
- float d =1.0/(i.depth);
- //float d = Linear01Depth(i.depth);
- //float d= 1.0 / (_ZBufferParams.x * i.depth + _ZBufferParams.y);
- //#if defined(UNITY_REVERSED_Z)
- //d = 1.0f - d;
- //#endif
- return d;
- }
-
- half4 fragTransparentCutout(v2f i) : COLOR
- {
- half4 c = tex2D(_MainTex, i.uv)*_Color;
- clip(c.a - _Cutoff);
- float d = 1.0/(i.depth);
- // #if defined(UNITY_REVERSED_Z)
- // i.depth = 1.0f - i.depth;
- // #endif
- return (d);
- }
- ENDCG
-
- SubShader
- {
- Tags{ "RenderType" = "Opaque" }
- Pass
- {
- Fog{ Mode Off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragOpaque
- ENDCG
- }
- }
-
- SubShader
- {
- Tags{ "RenderType" = "TransparentCutout" }
- Pass
- {
- Fog{ Mode Off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragTransparentCutout
- ENDCG
- }
- }
-
-
- SubShader
- {
- Tags{ "RenderType" = "TreeLeaf" }
- Pass
- {
- Fog{ Mode Off }
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment fragTransparentCutout
- ENDCG
- }
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "Geometry"
- "IgnoreProjector" = "True"
- "RenderType" = "SpeedTree"
- "DisableBatching" = "LODFading"
- }
- //Pass{
- Cull[_Cull]
- Fog{ Mode Off }
- CGPROGRAM
-
- #pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
- #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
- #define ENABLE_WIND
- #define SPEEDTREE_ALPHATEST
- #include "SpeedTreeCommonDepth.cginc"
-
- void surf(Input IN, inout SurfaceOutput OUT)
- {
- float d= 1.0 / (IN.depth);
- // /*#if defined(UNITY_REVERSED_Z)
- // d = 1.0f - d;
- // #endif*/
- OUT.Emission = d;
- SpeedTreeFragOut o;
- SpeedTreeFrag(IN, o);
- SPEEDTREE_COPY_FRAG(OUT, o)
- }
- ENDCG
- //}
- }
- }
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