Assignment for RMIT Mixed Reality in 2020
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  1. // Made with Amplify Shader Editor
  2. // Available at the Unity Asset Store - http://u3d.as/y3X
  3. Shader "GrassBlades"
  4. {
  5. Properties
  6. {
  7. _TessValue( "Max Tessellation", Range( 1, 32 ) ) = 15
  8. _TreeOffset("Tree Offset", Vector) = (0,5,0,0)
  9. _MainTex("MainTex", 2D) = "white" {}
  10. _TreeInstanceColor("TreeInstanceColor", Color) = (0,0,0,0)
  11. _TreeInstanceScale("_TreeInstanceScale", Vector) = (0,0,0,0)
  12. _SecondaryFactor("SecondaryFactor", Float) = 0
  13. _PrimaryFactor("PrimaryFactor", Float) = 0
  14. _EdgeFlutter("EdgeFlutter", Float) = 1
  15. _BranchPhase("BranchPhase", Float) = 0
  16. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  17. [HideInInspector] __dirty( "", Int ) = 1
  18. }
  19. SubShader
  20. {
  21. Tags{ "RenderType" = "TreeBillboard" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
  22. Cull Off
  23. ZWrite Off
  24. Blend SrcAlpha OneMinusSrcAlpha
  25. CGINCLUDE
  26. #include "UnityPBSLighting.cginc"
  27. #include "Lighting.cginc"
  28. #pragma target 4.6
  29. #include "TerrainEngine.cginc"
  30. struct Input
  31. {
  32. float3 worldPos;
  33. float2 uv_texcoord;
  34. };
  35. uniform float _BranchPhase;
  36. uniform float _EdgeFlutter;
  37. uniform float _PrimaryFactor;
  38. uniform float _SecondaryFactor;
  39. uniform float3 _TreeOffset;
  40. uniform sampler2D _MainTex;
  41. uniform float4 _MainTex_ST;
  42. uniform float _TessValue;
  43. float4 WindAnimateVertex1_g2( float4 Pos , float3 Normal , float4 AnimParams )
  44. {
  45. return AnimateVertex(Pos,Normal,AnimParams);
  46. }
  47. float4 tessFunction( )
  48. {
  49. return _TessValue;
  50. }
  51. void vertexDataFunc( inout appdata_full v )
  52. {
  53. float4 ase_vertex4Pos = v.vertex;
  54. float4 Pos1_g2 = ase_vertex4Pos;
  55. float3 ase_vertexNormal = v.normal.xyz;
  56. float3 Normal1_g2 = ase_vertexNormal;
  57. float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
  58. float3 normalizeResult52 = normalize( ase_worldPos );
  59. float4 appendResult15 = (float4(_BranchPhase , ( _EdgeFlutter * ( (normalizeResult52).x + (normalizeResult52).z ) ) , _PrimaryFactor , _SecondaryFactor));
  60. float4 AnimParams1_g2 = appendResult15;
  61. float4 localWindAnimateVertex1_g2 = WindAnimateVertex1_g2( Pos1_g2 , Normal1_g2 , AnimParams1_g2 );
  62. v.vertex.xyz = ( ( localWindAnimateVertex1_g2 * _TreeInstanceScale ) + float4( _TreeOffset , 0.0 ) ).xyz;
  63. }
  64. void surf( Input i , inout SurfaceOutputStandard o )
  65. {
  66. float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  67. float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex );
  68. o.Albedo = ( _TreeInstanceColor * tex2DNode3 ).rgb;
  69. o.Alpha = tex2DNode3.a;
  70. }
  71. ENDCG
  72. CGPROGRAM
  73. #pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc tessellate:tessFunction
  74. ENDCG
  75. Pass
  76. {
  77. Name "ShadowCaster"
  78. Tags{ "LightMode" = "ShadowCaster" }
  79. ZWrite On
  80. CGPROGRAM
  81. #pragma vertex vert
  82. #pragma fragment frag
  83. #pragma target 4.6
  84. #pragma multi_compile_shadowcaster
  85. #pragma multi_compile UNITY_PASS_SHADOWCASTER
  86. #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
  87. #include "HLSLSupport.cginc"
  88. #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
  89. #define CAN_SKIP_VPOS
  90. #endif
  91. #include "UnityCG.cginc"
  92. #include "Lighting.cginc"
  93. #include "UnityPBSLighting.cginc"
  94. sampler3D _DitherMaskLOD;
  95. struct v2f
  96. {
  97. V2F_SHADOW_CASTER;
  98. float2 customPack1 : TEXCOORD1;
  99. float3 worldPos : TEXCOORD2;
  100. UNITY_VERTEX_INPUT_INSTANCE_ID
  101. };
  102. v2f vert( appdata_full v )
  103. {
  104. v2f o;
  105. UNITY_SETUP_INSTANCE_ID( v );
  106. UNITY_INITIALIZE_OUTPUT( v2f, o );
  107. UNITY_TRANSFER_INSTANCE_ID( v, o );
  108. Input customInputData;
  109. vertexDataFunc( v );
  110. float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
  111. half3 worldNormal = UnityObjectToWorldNormal( v.normal );
  112. o.customPack1.xy = customInputData.uv_texcoord;
  113. o.customPack1.xy = v.texcoord;
  114. o.worldPos = worldPos;
  115. TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
  116. return o;
  117. }
  118. half4 frag( v2f IN
  119. #if !defined( CAN_SKIP_VPOS )
  120. , UNITY_VPOS_TYPE vpos : VPOS
  121. #endif
  122. ) : SV_Target
  123. {
  124. UNITY_SETUP_INSTANCE_ID( IN );
  125. Input surfIN;
  126. UNITY_INITIALIZE_OUTPUT( Input, surfIN );
  127. surfIN.uv_texcoord = IN.customPack1.xy;
  128. float3 worldPos = IN.worldPos;
  129. half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
  130. surfIN.worldPos = worldPos;
  131. SurfaceOutputStandard o;
  132. UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
  133. surf( surfIN, o );
  134. #if defined( CAN_SKIP_VPOS )
  135. float2 vpos = IN.pos;
  136. #endif
  137. half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
  138. clip( alphaRef - 0.01 );
  139. SHADOW_CASTER_FRAGMENT( IN )
  140. }
  141. ENDCG
  142. }
  143. }
  144. Fallback "Diffuse"
  145. CustomEditor "ASEMaterialInspector"
  146. }
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  199. //CHKSM=789681A32E4027B79521C92C1D10F3381F411AA5