Shader "NatureManufacture Shaders/Trees/Tree Leaves Metalic Snow" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.4 _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13 _SnowBrightnessReduction("Snow Brightness Reduction", Range( 0 , 0.5)) = 0.2 _SnowMaskTreshold("Snow Mask Treshold", Range( 0.1 , 6)) = 4 _SnowAngleOverlay("Snow Angle Overlay", Range( 0 , 1)) = 0.5 _MainTex("MainTex", 2D) = "white" {} _HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1) _DryColor("Dry Color", Color) = (0.8676471,0.818369,0.6124567,1) _ColorNoiseSpread("Color Noise Spread", Float) = 50 [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 3)) = 1 [NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {} _MetallicPower("Metallic Power", Range( 0 , 2)) = 0 _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0 _SnowAlbedoRGB("Snow Albedo (RGB)", 2D) = "white" {} [NoScaleOffset]_SnowNormalRGB("Snow Normal (RGB)", 2D) = "bump" {} [NoScaleOffset]_SnowMetalicRAOGSmothnessA("Snow Metalic (R) AO (G) Smothness (A)", 2D) = "white" {} _SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1 [Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 0 _InitialBend("Initial Bend", Float) = 1 _Stiffness("Stiffness", Float) = 1 _Drag("Drag", Float) = 1 _ShiverDrag("Shiver Drag", Float) = 0.05 _ShiverDirectionality("Shiver Directionality", Range( 0 , 1)) = 0.5 [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector] __dirty( "", Int ) = 1 } SubShader { Tags{ "RenderType" = "TreeOpaque" "Queue" = "AlphaTest+0" } Cull Off CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature _TOUCHREACTACTIVE_ON #include "NMWind.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; half ASEVFace : VFACE; float3 worldPos; float3 worldNormal; INTERNAL_DATA }; uniform float _BackFaceMirrorNormal; uniform half _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half4 _DryColor; uniform half4 _HealthyColor; uniform float _ColorNoiseSpread; uniform sampler2D _SnowAlbedoRGB; uniform float4 _SnowAlbedoRGB_ST; uniform half _SnowBrightnessReduction; uniform sampler2D _SnowNormalRGB; uniform half _Snow_Amount; uniform half _SnowAngleOverlay; uniform half _SnowMaskTreshold; uniform sampler2D _MetalicRAOGSmothnessA; uniform half _MetallicPower; uniform sampler2D _SnowMetalicRAOGSmothnessA; uniform half _SmoothnessPower; uniform half _AmbientOcclusionPower; uniform half _SnowAmbientOcclusionPower; uniform float _Cutoff = 0.4; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } void surf( Input i , inout SurfaceOutputStandard o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ); float3 switchResult306 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) )))); o.Normal = lerp(tex2DNode4,switchResult306,_BackFaceMirrorNormal); float3 ase_worldPos = i.worldPos; float2 appendResult299 = (float2(ase_worldPos.x , ase_worldPos.z)); float simplePerlin2D301 = snoise( ( appendResult299 / _ColorNoiseSpread ) ); float4 lerpResult304 = lerp( _DryColor , _HealthyColor , simplePerlin2D301); float4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex ); float2 uv0_SnowAlbedoRGB = i.uv_texcoord * _SnowAlbedoRGB_ST.xy + _SnowAlbedoRGB_ST.zw; float3 appendResult100 = (float3(_SnowBrightnessReduction , _SnowBrightnessReduction , _SnowBrightnessReduction)); float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); float3 lerpResult41 = lerp( tex2DNode4 , UnpackNormal( tex2D( _SnowNormalRGB, uv0_SnowAlbedoRGB ) ) , saturate( ( ase_worldNormal.y * _Snow_Amount ) )); float temp_output_45_0 = saturate( ( ( (WorldNormalVector( i , lerpResult41 )).y + _SnowAngleOverlay ) * _Snow_Amount ) ); float lerpResult94 = lerp( 0.0 , ( 1.0 - temp_output_45_0 ) , _Snow_Amount); float clampResult93 = clamp( ( temp_output_45_0 + lerpResult94 ) , 0.0 , 1.0 ); float clampResult287 = clamp( _Snow_Amount , 0.1 , 2.0 ); float lerpResult290 = lerp( 0.0 , clampResult93 , pow( tex2DNode3.a , ( _SnowMaskTreshold / clampResult287 ) )); float4 lerpResult51 = lerp( ( lerpResult304 * tex2DNode3 ) , ( tex2D( _SnowAlbedoRGB, uv0_SnowAlbedoRGB ) - float4( appendResult100 , 0.0 ) ) , lerpResult290); o.Albedo = lerpResult51.rgb; float4 tex2DNode28 = tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ); float4 tex2DNode64 = tex2D( _SnowMetalicRAOGSmothnessA, uv0_SnowAlbedoRGB ); float lerpResult53 = lerp( ( tex2DNode28.r * _MetallicPower ) , tex2DNode64.r , temp_output_45_0); o.Metallic = lerpResult53; float lerpResult66 = lerp( ( tex2DNode28.a * _SmoothnessPower ) , tex2DNode64.a , temp_output_45_0); o.Smoothness = lerpResult66; float clampResult102 = clamp( tex2DNode28.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); float clampResult104 = clamp( tex2DNode64.g , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 ); float lerpResult65 = lerp( clampResult102 , clampResult104 , temp_output_45_0); o.Occlusion = lerpResult65; o.Alpha = 1; clip( tex2DNode3.a - _Cutoff ); } ENDCG CGPROGRAM #pragma surface surf Standard 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.worldPos = 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; SurfaceOutputStandard o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }