Assignment for RMIT Mixed Reality in 2020
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "GrassBlades"
{
Properties
{
_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 15
_TreeOffset("Tree Offset", Vector) = (0,5,0,0)
_MainTex("MainTex", 2D) = "white" {}
_TreeInstanceColor("TreeInstanceColor", Color) = (0,0,0,0)
_TreeInstanceScale("_TreeInstanceScale", Vector) = (0,0,0,0)
_SecondaryFactor("SecondaryFactor", Float) = 0
_PrimaryFactor("PrimaryFactor", Float) = 0
_EdgeFlutter("EdgeFlutter", Float) = 1
_BranchPhase("BranchPhase", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TreeBillboard" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
Cull Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 4.6
#include "TerrainEngine.cginc"
struct Input
{
float3 worldPos;
float2 uv_texcoord;
};
uniform float _BranchPhase;
uniform float _EdgeFlutter;
uniform float _PrimaryFactor;
uniform float _SecondaryFactor;
uniform float3 _TreeOffset;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float _TessValue;
float4 WindAnimateVertex1_g2( float4 Pos , float3 Normal , float4 AnimParams )
{
return AnimateVertex(Pos,Normal,AnimParams);
}
float4 tessFunction( )
{
return _TessValue;
}
void vertexDataFunc( inout appdata_full v )
{
float4 ase_vertex4Pos = v.vertex;
float4 Pos1_g2 = ase_vertex4Pos;
float3 ase_vertexNormal = v.normal.xyz;
float3 Normal1_g2 = ase_vertexNormal;
float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
float3 normalizeResult52 = normalize( ase_worldPos );
float4 appendResult15 = (float4(_BranchPhase , ( _EdgeFlutter * ( (normalizeResult52).x + (normalizeResult52).z ) ) , _PrimaryFactor , _SecondaryFactor));
float4 AnimParams1_g2 = appendResult15;
float4 localWindAnimateVertex1_g2 = WindAnimateVertex1_g2( Pos1_g2 , Normal1_g2 , AnimParams1_g2 );
v.vertex.xyz = ( ( localWindAnimateVertex1_g2 * _TreeInstanceScale ) + float4( _TreeOffset , 0.0 ) ).xyz;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex );
o.Albedo = ( _TreeInstanceColor * tex2DNode3 ).rgb;
o.Alpha = tex2DNode3.a;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc tessellate:tessFunction
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.6
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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