Shader "NatureManufacture Shaders/Trees/Cross Model Shader Snow" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.5 _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13 _ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0) _MainTex("MainTex", 2D) = "white" {} _HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1) _Smooothness("Smooothness", Float) = 0.3 _AO("AO", Float) = 1 [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 3)) = 1 [NoScaleOffset]_SnowMaskA("Snow Mask (A)", 2D) = "black" {} [Toggle(_INVERTSNOWMASK_ON)] _InvertSnowMask("Invert Snow Mask", Float) = 0 _SnowMaskTreshold("Snow Mask Treshold", Range( 0.1 , 3)) = 1 _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {} _NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0) [NoScaleOffset]_SnowNormalRGB("Snow Normal (RGB)", 2D) = "bump" {} _SnowNormalPower("Snow Normal Power", Range( 0 , 2)) = 1 _SnowBrightnessReduction("Snow Brightness Reduction", Range( -0.5 , 0.5)) = 0.2 _InitialBend("Wind Initial Bend", Float) = 1 _Stiffness("Wind Stiffness", Float) = 1 _Drag("Wind Drag", Float) = 0.2 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" } Cull Back CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma multi_compile __ _INVERTSNOWMASK_ON #include "NMWindNoShiver.cginc" #include "NM_indirect.cginc" #pragma vertex vert #pragma instancing_options procedural:setup #pragma multi_compile GPU_FRUSTUM_ON __ #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { float2 uv_texcoord; float3 worldNormal; INTERNAL_DATA }; uniform float _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _HealthyColor; uniform sampler2D _SnowAlbedoRGB; uniform float4 _SnowAlbedoRGB_ST; uniform float _SnowBrightnessReduction; uniform float _SnowNormalPower; uniform sampler2D _SnowNormalRGB; uniform float _Snow_Amount; uniform sampler2D _SnowMaskA; uniform float _SnowMaskTreshold; uniform float3 _ColorAdjustment; uniform float _Smooothness; uniform float _AO; uniform float _Cutoff = 0.5; void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float3 tex2DNode3 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ); o.Normal = tex2DNode3; float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex ); float2 uv0_SnowAlbedoRGB = i.uv_texcoord * _SnowAlbedoRGB_ST.xy + _SnowAlbedoRGB_ST.zw; float3 appendResult76 = (float3(_SnowBrightnessReduction , _SnowBrightnessReduction , _SnowBrightnessReduction)); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 lerpResult46 = lerp( tex2DNode3 , UnpackScaleNormal( tex2D( _SnowNormalRGB, uv0_SnowAlbedoRGB ), _SnowNormalPower ) , saturate( ( ase_worldNormal * _Snow_Amount ) )); float4 tex2DNode68 = tex2D( _SnowMaskA, uv0_MainTex ); #ifdef _INVERTSNOWMASK_ON float staticSwitch125 = ( 1.0 - tex2DNode68.a ); #else float staticSwitch125 = tex2DNode68.a; #endif float clampResult127 = clamp( ( staticSwitch125 * _SnowMaskTreshold ) , 0.0 , 1.0 ); float lerpResult67 = lerp( saturate( ( (WorldNormalVector( i , lerpResult46 )).y * _Snow_Amount ) ) , 0.0 , clampResult127); float clampResult149 = clamp( _Snow_Amount , 0.1 , 2.0 ); float lerpResult150 = lerp( 0.0 , lerpResult67 , pow( tex2DNode68.a , ( _SnowMaskTreshold / clampResult149 ) )); float4 lerpResult56 = lerp( ( tex2DNode2 * _HealthyColor ) , ( tex2D( _SnowAlbedoRGB, uv0_SnowAlbedoRGB ) - float4( appendResult76 , 0.0 ) ) , lerpResult150); o.Albedo = ( lerpResult56 * float4( _ColorAdjustment , 0.0 ) ).rgb; float3 temp_cast_3 = (0.0).xxx; o.Specular = temp_cast_3; o.Smoothness = _Smooothness; o.Occlusion = _AO; o.Alpha = 1; clip( tex2DNode2.a - _Cutoff ); } ENDCG CGPROGRAM #pragma surface surf StandardSpecular keepalpha fullforwardshadows dithercrossfade ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); AdditionalWind(v); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }