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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "Hidden/FogVolumeDirectionalLight"
{
Properties
{
_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
_MainTex("Base (RGB)", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
//_FogVolumeShadowMapEdgeSoftness("Edge size", Range(1, 100))=100
}
SubShader
{
Tags{ "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#define EDGE_FIX
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _ShadowCameraPosition;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
struct v2f
{
float4 pos : SV_POSITION;
float depth : DEPTH;
float2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
o.uv = v.texcoord.xy;
o.screenUV = ComputeScreenPos(o.pos);
return o;
}
float4 frag(v2f i) : COLOR
{
float2 uv = i.screenUV.xy / i.screenUV.w;
float d = i.depth;
#ifdef EDGE_FIX
half edges = saturate(dot(1-uv.r, 1-uv.g) * dot(uv.r, uv.g)*600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
return float4(d, fade, 0.0f, 1);
}
ENDCG
}
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" }
Pass
{
CGPROGRAM
#define EDGE_FIX
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
float4 _ShadowCameraPosition;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
float4 _Color;
struct v2f
{
float4 pos : SV_POSITION;
float depth : DEPTH;
float2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
};
v2f vert(appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
o.uv = v.texcoord.xy;
o.screenUV = ComputeScreenPos(o.pos);
return o;
}
float4 frag(v2f i) : COLOR
{
half4 c = tex2D(_MainTex, i.uv)*_Color;
float2 uv = i.screenUV.xy / i.screenUV.w;
clip(c.a - _Cutoff);
float d = i.depth;
#ifdef EDGE_FIX
half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
return float4(d, fade, 0.0f, 1);
}
ENDCG
}
}
SubShader
{
Tags
{
"Queue" = "Geometry"
"IgnoreProjector" = "True"
"RenderType" = "SpeedTree"
"DisableBatching" = "LODFading"
}
Cull[_Cull]
Fog{ Mode Off }
CGPROGRAM
uniform sampler2D _MainTex;
float4 /*_ShadowCameraPosition,*/ _Color;
uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
#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
#define EDGE_FIX
#include "SpeedTreeCommonDepth.cginc"
void surf(Input i, inout SurfaceOutput OUT)
{
float2 uv = i.screenUV.xy / i.screenUV.w;
float d = i.ShadowDepth;
#ifdef EDGE_FIX
half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
d = lerp(10000, d, edges);
#endif
half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
fade *= fade*fade;
OUT.Emission = float3(d, fade, 0.0f);
SpeedTreeFragOut o;
SpeedTreeFrag(i, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
ENDCG
}
}