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

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Shader "Hidden/Nature/Tree Creator Leaves Fast Optimized" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_ShadowStrength("Shadow Strength", Range(0,1)) = 1.0
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_ShadowTex ("Shadow (RGB)", 2D) = "white" {}
// 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" = "TreeLeaf"
}
LOD 200
Pass {
Tags { "LightMode" = "ForwardBase" }
Name "ForwardBase"
CGPROGRAM
#include "UnityBuiltin3xTreeLibrary.cginc"
#pragma vertex VertexLeaf
#pragma fragment FragmentLeaf
#pragma multi_compile_fwdbase nolightmap
#pragma multi_compile_fog
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
sampler2D _ShadowMapTexture;
struct v2f_leaf {
float4 pos : SV_POSITION;
fixed4 diffuse : COLOR0;
#if defined(SHADOWS_SCREEN)
fixed4 mainLight : COLOR1;
#endif
float2 uv : TEXCOORD0;
#if defined(SHADOWS_SCREEN)
float4 screenPos : TEXCOORD1;
#endif
UNITY_FOG_COORDS(2)
};
v2f_leaf VertexLeaf (appdata_full v)
{
v2f_leaf o;
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
fixed ao = v.color.a;
ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO
fixed3 color = v.color.rgb * ao;
float3 worldN = UnityObjectToWorldNormal(v.normal);
fixed4 mainLight;
mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color;
mainLight.a = v.color.a;
o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color;
o.diffuse.a = 1;
#if defined(SHADOWS_SCREEN)
o.mainLight = mainLight;
o.screenPos = ComputeScreenPos (o.pos);
#else
o.diffuse += mainLight;
#endif
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 FragmentLeaf (v2f_leaf IN) : SV_Target
{
fixed4 albedo = tex2D(_MainTex, IN.uv);
fixed alpha = albedo.a;
clip (alpha - _Cutoff);
#if defined(SHADOWS_SCREEN)
half4 light = IN.mainLight;
half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
light.rgb *= lerp(1, atten, _ShadowStrength);
light.rgb += IN.diffuse.rgb;
#else
half4 light = IN.diffuse;
#endif
fixed4 col = fixed4 (albedo.rgb * light, 0.0);
UNITY_APPLY_FOG(IN.fogCoord, col);
return col;
}
ENDCG
}
// Pass to render object as a shadow caster
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
ZWrite On ZTest LEqual
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_shadowcaster
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#include "UnityBuiltin3xTreeLibrary.cginc"
sampler2D _MainTex;
struct v2f_surf {
V2F_SHADOW_CASTER;
float2 hip_pack0 : TEXCOORD1;
};
float4 _MainTex_ST;
v2f_surf vert_surf (appdata_full v) {
v2f_surf o;
TreeVertLeaf (v);
o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
fixed _Cutoff;
half4 frag_surf (v2f_surf IN) : SV_Target {
fixed alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
clip (alpha - _Cutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Leaves Rendertex"
}