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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
//}
}
}