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

82 lines
1.8 KiB
Plaintext

Shader "Nature/Tree Soft Occlusion Bark" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
// 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 {
"IgnoreProjector"="True"
"RenderType" = "TreeOpaque"
"DisableBatching"="True"
}
Pass {
Lighting On
CGPROGRAM
#pragma vertex bark
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityBuiltin2xTreeLibrary.cginc"
sampler2D _MainTex;
fixed4 frag(v2f input) : SV_Target
{
fixed4 col = input.color;
col.rgb *= tex2D( _MainTex, input.uv.xy).rgb;
UNITY_APPLY_FOG(input.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
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;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
};
v2f vert( appdata v )
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex"
Fallback Off
}