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

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Shader "Hidden/Nature/Tree Creator Bark Rendertex" {
Properties {
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {}
_TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {}
// These are here only to provide default values
_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 color : TEXCOORD1;
float2 params1: TEXCOORD2;
float2 params2: TEXCOORD3;
float2 params3: TEXCOORD4;
};
CBUFFER_START(UnityTerrainImposter)
float3 _TerrainTreeLightDirections[4];
float4 _TerrainTreeLightColors[4];
CBUFFER_END
float2 CalcTreeLightingParams(float3 normal, float3 lightDir, float3 viewDir)
{
float2 output;
half nl = dot (normal, lightDir);
output.r = max (0, nl);
half3 h = normalize (lightDir + viewDir);
float nh = max (0, dot (normal, h));
output.g = nh;
return output;
}
v2f vert (appdata_full v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
/* We used to do a for loop and store params as a texcoord array[3].
* HLSL compiler, however, unrolls this loop and opens up the uniforms
* into 3 separate texcoords, but doesn't do it on fragment shader.
* This discrepancy causes error on iOS, so do it manually. */
o.params1 = CalcTreeLightingParams(v.normal, _TerrainTreeLightDirections[0], viewDir);
o.params2 = CalcTreeLightingParams(v.normal, _TerrainTreeLightDirections[1], viewDir);
o.params3 = CalcTreeLightingParams(v.normal, _TerrainTreeLightDirections[2], viewDir);
o.color = v.color.a;
return o;
}
sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;
fixed4 _SpecColor;
void ApplyTreeLighting(inout half3 light, half3 albedo, half gloss, half specular, half3 lightColor, float2 param)
{
half nl = param.r;
light += albedo * lightColor * nl;
float nh = param.g;
float spec = pow (nh, specular) * gloss;
light += lightColor * _SpecColor.rgb * spec;
}
fixed4 frag (v2f i) : SV_Target
{
fixed3 albedo = tex2D (_MainTex, i.uv).rgb * i.color;
half gloss = tex2D(_TranslucencyMap, i.uv).a;
half specular = tex2D (_BumpSpecMap, i.uv).r * 128.0;
half3 light = UNITY_LIGHTMODEL_AMBIENT * albedo;
ApplyTreeLighting(light, albedo, gloss, specular, _TerrainTreeLightColors[0], i.params1);
ApplyTreeLighting(light, albedo, gloss, specular, _TerrainTreeLightColors[1], i.params2);
ApplyTreeLighting(light, albedo, gloss, specular, _TerrainTreeLightColors[2], i.params3);
fixed4 c;
c.rgb = light;
c.a = 1.0;
UNITY_OPAQUE_ALPHA(c.a);
return c;
}
ENDCG
}
}
FallBack Off
}