111 lines
2.7 KiB
Plaintext
111 lines
2.7 KiB
Plaintext
Shader "Nature/Tree Creator Leaves Fast" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,1)
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_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_ShadowStrength("Shadow Strength", Range(0,1)) = 1.0
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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// These are here only to provide default values
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"RenderType" = "TreeLeaf"
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}
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LOD 200
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Pass {
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Tags { "LightMode" = "ForwardBase" }
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Name "ForwardBase"
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CGPROGRAM
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#include "UnityBuiltin3xTreeLibrary.cginc"
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#pragma vertex VertexLeaf
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#pragma fragment FragmentLeaf
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#pragma multi_compile_fwdbase nolightmap
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#pragma multi_compile_fog
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Cutoff;
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sampler2D _ShadowMapTexture;
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struct v2f_leaf {
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float4 pos : SV_POSITION;
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fixed4 diffuse : COLOR0;
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#if defined(SHADOWS_SCREEN)
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fixed4 mainLight : COLOR1;
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#endif
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float2 uv : TEXCOORD0;
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#if defined(SHADOWS_SCREEN)
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float4 screenPos : TEXCOORD1;
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#endif
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UNITY_FOG_COORDS(2)
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};
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v2f_leaf VertexLeaf (appdata_full v)
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{
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v2f_leaf o;
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TreeVertLeaf(v);
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o.pos = UnityObjectToClipPos(v.vertex);
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fixed ao = v.color.a;
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ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO
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fixed3 color = v.color.rgb * ao;
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float3 worldN = UnityObjectToWorldNormal (v.normal);
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fixed4 mainLight;
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mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color;
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mainLight.a = v.color.a;
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o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color;
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o.diffuse.a = 1;
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#if defined(SHADOWS_SCREEN)
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o.mainLight = mainLight;
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o.screenPos = ComputeScreenPos (o.pos);
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#else
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o.diffuse += mainLight;
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#endif
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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fixed4 FragmentLeaf (v2f_leaf IN) : SV_Target
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{
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fixed4 albedo = tex2D(_MainTex, IN.uv);
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fixed alpha = albedo.a;
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clip (alpha - _Cutoff);
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#if defined(SHADOWS_SCREEN)
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half4 light = IN.mainLight;
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half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
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light.rgb *= lerp(1, atten, _ShadowStrength);
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light.rgb += IN.diffuse.rgb;
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#else
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half4 light = IN.diffuse;
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#endif
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fixed4 col = fixed4 (albedo.rgb * light, 0.0);
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UNITY_APPLY_FOG(IN.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Fast Optimized"
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FallBack "Diffuse"
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}
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