Shader "NatureManufacture Shaders/Trees/Tree Bark Specular Snow" { Properties { _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13 _Color("Color", Color) = (1,1,1,0) _MainTex("MainTex", 2D) = "white" {} [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 5)) = 1 [NoScaleOffset]_SpecularRGBSmothnessA("Specular (RGB) Smothness (A)", 2D) = "white" {} _SpecularPower("Specular Power", Range( 0 , 2)) = 0 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0 [NoScaleOffset]_AmbientOcclusionA("Ambient Occlusion (A)", 2D) = "gray" {} _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1 _DetailMask("DetailMask", 2D) = "black" {} _DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {} [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0 [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {} _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1 [NoScaleOffset]_DetailAmbientOcclusionG("Detail Ambient Occlusion (G)", 2D) = "gray" {} _DetailAmbientOcclusionPower("Detail Ambient Occlusion Power", Range( 0 , 1)) = 1 [NoScaleOffset]_DetailSpecularRGBSmothnessA("Detail Specular (RGB) Smothness (A)", 2D) = "white" {} _SnowColor("Snow Color", Color) = (1,1,1,0) _SnowCover("Snow Cover", 2D) = "white" {} [Toggle(_SNOWUSEUV3_ON)] _SnowUseUV3("Snow Use UV3", Float) = 0 [NoScaleOffset]_SnowCoverNormal("Snow Cover Normal", 2D) = "bump" {} [NoScaleOffset]_SnowCoverSpecularRGBSmothnessA("Snow Cover Specular (RGB) Smothness (A)", 2D) = "gray" {} _SnowSpecularPower("Snow Specular Power", Range( 0 , 2)) = 0 _SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 0 [NoScaleOffset]_SnowCoverAmbientOcclusionG("Snow Cover Ambient Occlusion (G)", 2D) = "gray" {} _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1 _InitialBend("Wind Initial Bend", Float) = 1 _Stiffness("Wind Stiffness", Float) = 1 _Drag("Wind Drag", Float) = 1 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] _texcoord3( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" } Cull Back CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature _TOUCHREACTACTIVE_ON #pragma shader_feature _DETALUSEUV3_ON #pragma shader_feature _SNOWUSEUV3_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; float2 uv3_texcoord3; float3 worldNormal; INTERNAL_DATA }; uniform float _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float _DetailNormalMapScale; uniform sampler2D _DetailNormalMap; uniform sampler2D _DetailAlbedoMap; uniform float4 _DetailAlbedoMap_ST; uniform float4 _DetailNormalMap_ST; uniform sampler2D _DetailMask; uniform float4 _DetailMask_ST; uniform sampler2D _SnowCoverNormal; uniform sampler2D _SnowCover; uniform float4 _SnowCover_ST; uniform float4 _SnowCoverNormal_ST; uniform float _Snow_Amount; uniform float4 _Color; uniform float4 _SnowColor; uniform sampler2D _SpecularRGBSmothnessA; uniform sampler2D _DetailSpecularRGBSmothnessA; uniform float _SpecularPower; uniform sampler2D _SnowCoverSpecularRGBSmothnessA; uniform float _SnowSpecularPower; uniform float _SmoothnessPower; uniform float _SnowSmoothnessPower; uniform sampler2D _AmbientOcclusionA; uniform float _AmbientOcclusionPower; uniform sampler2D _DetailAmbientOcclusionG; uniform float _DetailAmbientOcclusionPower; uniform sampler2D _SnowCoverAmbientOcclusionG; uniform float _SnowAmbientOcclusionPower; void surf( Input i , inout SurfaceOutputStandardSpecular o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw; #ifdef _DETALUSEUV3_ON float2 staticSwitch157 = uv2_DetailNormalMap; #else float2 staticSwitch157 = uv0_DetailAlbedoMap; #endif float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw; float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask ); float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch157 ), _DetailNormalMapScale ) , tex2DNode25.a); float2 uv0_SnowCover = i.uv_texcoord * _SnowCover_ST.xy + _SnowCover_ST.zw; float2 uv2_SnowCoverNormal = i.uv3_texcoord3 * _SnowCoverNormal_ST.xy + _SnowCoverNormal_ST.zw; #ifdef _SNOWUSEUV3_ON float2 staticSwitch160 = uv2_SnowCoverNormal; #else float2 staticSwitch160 = uv0_SnowCover; #endif float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 lerpResult29 = lerp( lerpResult19 , UnpackNormal( tex2D( _SnowCoverNormal, staticSwitch160 ) ) , saturate( ( ase_worldNormal.y * _Snow_Amount ) )); o.Normal = lerpResult29; float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch157 ) , tex2DNode25.a); float temp_output_33_0 = saturate( ( (WorldNormalVector( i , lerpResult29 )).y * _Snow_Amount ) ); float4 lerpResult28 = lerp( ( lerpResult16 * _Color ) , ( tex2D( _SnowCover, staticSwitch160 ) * _SnowColor ) , temp_output_33_0); o.Albedo = lerpResult28.rgb; float4 lerpResult18 = lerp( tex2D( _SpecularRGBSmothnessA, uv0_MainTex ) , tex2D( _DetailSpecularRGBSmothnessA, staticSwitch157 ) , tex2DNode25.a); float4 break22 = lerpResult18; float3 appendResult48 = (float3(break22.r , break22.g , break22.b)); float4 tex2DNode45 = tex2D( _SnowCoverSpecularRGBSmothnessA, staticSwitch160 ); float3 appendResult49 = (float3(tex2DNode45.r , tex2DNode45.g , tex2DNode45.b)); float3 lerpResult38 = lerp( ( appendResult48 * _SpecularPower ) , ( appendResult49 * _SnowSpecularPower ) , temp_output_33_0); o.Specular = lerpResult38; float lerpResult37 = lerp( ( break22.a * _SmoothnessPower ) , ( tex2DNode45.a * _SnowSmoothnessPower ) , temp_output_33_0); o.Smoothness = lerpResult37; float clampResult64 = clamp( tex2D( _AmbientOcclusionA, uv0_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); float clampResult66 = clamp( tex2D( _DetailAmbientOcclusionG, staticSwitch157 ).g , ( 1.0 - _DetailAmbientOcclusionPower ) , 1.0 ); float lerpResult53 = lerp( clampResult64 , clampResult66 , tex2DNode25.a); float clampResult62 = clamp( tex2D( _SnowCoverAmbientOcclusionG, staticSwitch160 ).g , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 ); float lerpResult39 = lerp( lerpResult53 , clampResult62 , temp_output_33_0); o.Occlusion = lerpResult39; o.Alpha = 1; } 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; float4 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; o.customPack1.zw = customInputData.uv3_texcoord3; o.customPack1.zw = v.texcoord2; 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; surfIN.uv3_texcoord3 = IN.customPack1.zw; 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" }