190 lines
7.4 KiB
Plaintext
190 lines
7.4 KiB
Plaintext
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"
|
|
} |