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JJBB/Assets/BuiltinAssets/Shader/DefaultResourcesExtra/Nature/SoftOcclusion/TreeSoftOcclusionLeaves.shader
2024-08-23 15:49:34 +08:00

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Shader "Nature/Tree Soft Occlusion Leaves" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_MainTex ("Main Texture", 2D) = "white" { }
_Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5
_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
// These are here only to provide default values
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"Queue" = "Transparent-99"
"IgnoreProjector"="True"
"RenderType" = "TreeTransparentCutout"
"DisableBatching"="True"
}
Cull Off
ColorMask RGB
Pass {
Lighting On
CGPROGRAM
#pragma vertex leaves
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityBuiltin2xTreeLibrary.cginc"
sampler2D _MainTex;
fixed _Cutoff;
fixed4 frag(v2f input) : SV_Target
{
fixed4 c = tex2D( _MainTex, input.uv.xy);
c.rgb *= input.color.rgb;
clip (c.a - _Cutoff);
UNITY_APPLY_FOG(input.fogCoord, c);
return c;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v )
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
o.uv = v.texcoord;
return o;
}
sampler2D _MainTex;
fixed _Cutoff;
float4 frag( v2f i ) : SV_Target
{
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
// This subshader is never actually used, but is only kept so
// that the tree mesh still assumes that normals are needed
// at build time (due to Lighting On in the pass). The subshader
// above does not actually use normals, so they are stripped out.
// We want to keep normals for backwards compatibility with Unity 4.2
// and earlier.
SubShader {
Tags {
"Queue" = "Transparent-99"
"IgnoreProjector"="True"
"RenderType" = "TransparentCutout"
}
Cull Off
ColorMask RGB
Pass {
Tags { "LightMode" = "Vertex" }
AlphaTest GEqual [_Cutoff]
Lighting On
Material {
Diffuse [_Color]
Ambient [_Color]
}
SetTexture [_MainTex] { combine primary * texture DOUBLE, texture }
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex"
Fallback Off
}