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2024-08-23 15:49:34 +08:00

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Shader "Nature/SpeedTree Billboard"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
_HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
_MainTex ("Base (RGB)", 2D) = "white" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
[MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0,1)) = 0
}
// targeting SM3.0+
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
"DisableBatching"="LODFading"
}
LOD 400
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:SpeedTreeBillboardVert nolightmap addshadow
#pragma target 3.0
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature EFFECT_HUE_VARIATION
#define ENABLE_WIND
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
ENDCG
Pass
{
Tags { "LightMode" = "Vertex" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_fog
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma shader_feature EFFECT_HUE_VARIATION
#define ENABLE_WIND
#include "SpeedTreeBillboardCommon.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(0)
Input data : TEXCOORD1;
};
v2f vert(SpeedTreeBillboardData v)
{
v2f o;
SpeedTreeBillboardVert(v, o.data);
o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
SpeedTreeFragOut o;
SpeedTreeFrag(i.data, o);
fixed4 c = fixed4(o.Albedo, o.Alpha);
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
// targeting SM2.0: Cross-fading, Hue variation and Camera-facing billboard are turned off for less instructions
SubShader
{
Tags
{
"Queue"="AlphaTest"
"IgnoreProjector"="True"
"RenderType"="TransparentCutout"
}
LOD 400
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:SpeedTreeBillboardVert nolightmap
#pragma shader_feature EFFECT_BUMP
#include "SpeedTreeBillboardCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
}
ENDCG
Pass
{
Tags { "LightMode" = "Vertex" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "SpeedTreeBillboardCommon.cginc"
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(0)
Input data : TEXCOORD1;
};
v2f vert(SpeedTreeBillboardData v)
{
v2f o;
SpeedTreeBillboardVert(v, o.data);
o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
SpeedTreeFragOut o;
SpeedTreeFrag(i.data, o);
fixed4 c = fixed4(o.Albedo, o.Alpha);
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
}