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