124 lines
3.4 KiB
Plaintext
124 lines
3.4 KiB
Plaintext
Shader "Hidden/Nature/Tree Creator Leaves Rendertex" {
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Properties {
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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)) = 0.5
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_HalfOverCutoff ("0.5 / alpha cutoff", Range(0,1)) = 1.0
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_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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_TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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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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#include "UnityBuiltin3xTreeLibrary.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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float3 backContrib : TEXCOORD2;
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float3 nl : TEXCOORD3;
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float3 nh : 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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v2f vert (appdata_full v) {
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v2f o;
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ExpandBillboard (UNITY_MATRIX_IT_MV, v.vertex, v.normal, v.tangent);
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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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for (int j = 0; j < 3; j++)
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{
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float3 lightDir = _TerrainTreeLightDirections[j];
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half nl = dot (v.normal, lightDir);
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// view dependent back contribution for translucency
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half backContrib = saturate(dot(viewDir, -lightDir));
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// normally translucency is more like -nl, but looks better when it's view dependent
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backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency);
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o.backContrib[j] = backContrib * 2;
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// wrap-around diffuse
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nl = max (0, nl * 0.6 + 0.4);
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o.nl[j] = nl;
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half3 h = normalize (lightDir + viewDir);
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float nh = max (0, dot (v.normal, h));
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o.nh[j] = nh;
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}
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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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fixed _Cutoff;
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half3 CalcTreeLighting(half3 lightColor, fixed3 albedo, half backContrib, half nl, half nh, half specular, half gloss)
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{
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half3 translucencyColor = backContrib * _TranslucencyColor;
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half spec = pow (nh, specular) * gloss;
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return (albedo * (translucencyColor + nl) + _SpecColor.rgb * spec) * lightColor;
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}
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fixed4 frag (v2f i) : SV_Target {
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fixed4 col = tex2D (_MainTex, i.uv);
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clip (col.a - _Cutoff);
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fixed3 albedo = col.rgb * i.color;
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half specular = tex2D (_BumpSpecMap, i.uv).r * 128.0;
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fixed4 trngls = tex2D (_TranslucencyMap, i.uv);
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half gloss = trngls.a;
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half3 light = UNITY_LIGHTMODEL_AMBIENT * albedo;
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half3 backContribs = i.backContrib * trngls.b;
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/* This is unrolled below, indexing into a vec3 components is a terrible idea
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for (int j = 0; j < 3; j++)
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{
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half3 lightColor = _TerrainTreeLightColors[j].rgb;
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half3 translucencyColor = backContribs[j] * _TranslucencyColor;
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half nl = i.nl[j];
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half nh = i.nh[j];
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half spec = pow (nh, specular) * gloss;
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light += (albedo * (translucencyColor + nl) + _SpecColor.rgb * spec) * lightColor;
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}*/
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light += CalcTreeLighting(_TerrainTreeLightColors[0].rgb, albedo, backContribs.x, i.nl.x, i.nh.x, specular, gloss);
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light += CalcTreeLighting(_TerrainTreeLightColors[1].rgb, albedo, backContribs.y, i.nl.y, i.nh.y, specular, gloss);
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light += CalcTreeLighting(_TerrainTreeLightColors[2].rgb, albedo, backContribs.z, i.nl.z, i.nh.z, specular, gloss);
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fixed4 c;
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c.rgb = light;
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c.a = 1;
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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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