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- // Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
-
- // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
-
- Shader "Fog Volume/Nature/SpeedTree"
- {
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- _HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
- _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"="SpeedTree"
- "DisableBatching"="LODFading"
- }
- LOD 400
- Cull [_Cull]
-
- CGPROGRAM
- #pragma surface surf Lambert vertex:SpeedTreeVert nodirlightmap nodynlightmap
- #pragma target 3.0
- #pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
- #pragma instancing_options assumeuniformscaling lodfade maxcount:50
- #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 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 target 3.0
- #pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
- #pragma multi_compile_instancing
- #pragma instancing_options assumeuniformscaling lodfade maxcount:50
- #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
- float2 uv : TEXCOORD1;
- #endif
- UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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
- {
- UNITY_SETUP_INSTANCE_ID(i);
- #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 multi_compile_instancing
- #pragma instancing_options assumeuniformscaling lodfade maxcount:50
- #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;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- SpeedTreeVert(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
- {
- UNITY_SETUP_INSTANCE_ID(i);
- 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"="SpeedTree"
- "DisableBatching"="LODFading"
- }
- LOD 400
- Cull [_Cull]
-
- CGPROGRAM
- #pragma surface surf Lambert vertex:SpeedTreeVert nodirlightmap nodynlightmap
- #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
- float2 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;
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- v2f vert(SpeedTreeVB v)
- {
- v2f o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- SpeedTreeVert(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 "Transparent/Cutout/VertexLit"
- CustomEditor "SpeedTreeMaterialInspector"
- }
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