// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
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Shader "Hidden/FogVolumeDirectionalLight"
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{
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Properties
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{
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_Cutoff("Alpha cutoff", Range(0,1)) = 0.5
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_MainTex("Base (RGB)", 2D) = "white" {}
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_Color("Color", Color) = (1,1,1,1)
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//_FogVolumeShadowMapEdgeSoftness("Edge size", Range(1, 100))=100
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" }
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Pass
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{
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CGPROGRAM
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#define EDGE_FIX
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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float4 _ShadowCameraPosition;
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uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float depth : DEPTH;
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float2 uv : TEXCOORD0;
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float4 screenUV : TEXCOORD1;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
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o.uv = v.texcoord.xy;
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o.screenUV = ComputeScreenPos(o.pos);
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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float2 uv = i.screenUV.xy / i.screenUV.w;
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float d = i.depth;
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#ifdef EDGE_FIX
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half edges = saturate(dot(1-uv.r, 1-uv.g) * dot(uv.r, uv.g)*600);
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d = lerp(10000, d, edges);
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#endif
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half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
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fade *= fade*fade;
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return float4(d, fade, 0.0f, 1);
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" }
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Pass
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{
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CGPROGRAM
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#define EDGE_FIX
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _MainTex;
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float4 _ShadowCameraPosition;
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uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
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float4 _Color;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float depth : DEPTH;
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float2 uv : TEXCOORD0;
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float4 screenUV : TEXCOORD1;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = length(mul(unity_ObjectToWorld, v.vertex).xyz - _ShadowCameraPosition.xyz);
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o.uv = v.texcoord.xy;
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o.screenUV = ComputeScreenPos(o.pos);
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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half4 c = tex2D(_MainTex, i.uv)*_Color;
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float2 uv = i.screenUV.xy / i.screenUV.w;
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clip(c.a - _Cutoff);
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float d = i.depth;
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#ifdef EDGE_FIX
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half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
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d = lerp(10000, d, edges);
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#endif
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half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
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fade *= fade*fade;
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return float4(d, fade, 0.0f, 1);
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}
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ENDCG
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}
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Geometry"
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"IgnoreProjector" = "True"
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"RenderType" = "SpeedTree"
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"DisableBatching" = "LODFading"
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}
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Cull[_Cull]
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Fog{ Mode Off }
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CGPROGRAM
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uniform sampler2D _MainTex;
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float4 /*_ShadowCameraPosition,*/ _Color;
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uniform float _Cutoff = 1, _FogVolumeShadowMapEdgeSoftness;
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#pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
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#pragma target 3.0
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#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#define ENABLE_WIND
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#define SPEEDTREE_ALPHATEST
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#define EDGE_FIX
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#include "SpeedTreeCommonDepth.cginc"
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void surf(Input i, inout SurfaceOutput OUT)
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{
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float2 uv = i.screenUV.xy / i.screenUV.w;
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float d = i.ShadowDepth;
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#ifdef EDGE_FIX
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half edges = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g) * 600);
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d = lerp(10000, d, edges);
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#endif
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half fade = saturate(dot(1 - uv.r, 1 - uv.g) * dot(uv.r, uv.g)*_FogVolumeShadowMapEdgeSoftness);
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fade *= fade*fade;
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OUT.Emission = float3(d, fade, 0.0f);
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SpeedTreeFragOut o;
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SpeedTreeFrag(i, o);
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SPEEDTREE_COPY_FRAG(OUT, o)
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}
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ENDCG
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}
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}
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