Files
KopMap/Assets/NatureManufacture Assets/Foliage Shaders/Tree_Bark_Metalic_Snow.shader
2025-09-02 18:55:19 +08:00

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Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic 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]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
_MetallicPower("Metallic Power", Range( 0 , 2)) = 1
_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 1
_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]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {}
_SnowColor("Snow Color", Color) = (1,1,1,0)
_SnowCover("Snow Cover", 2D) = "white" {}
_SnowCoverNormal("Snow Cover Normal", 2D) = "bump" {}
[Toggle(_SNOWUSEUV3_ON)] _SnowUseUV3("Snow Use UV3", Float) = 0
_SnowNormalScale("Snow Normal Scale", Range( 0 , 2)) = 1
[NoScaleOffset]_SnowCoverMetalicRAOGSmothnessA("Snow Cover Metalic (R) AO (G) Smothness (A)", 2D) = "gray" {}
_SnowMetallicPower("Snow Metallic Power", Range( 0 , 2)) = 1
_SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 1
_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] _texcoord3( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 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 float _SnowNormalScale;
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 _MetalicRAOGSmothnessA;
uniform sampler2D _DetailMetalicRAOGSmothnessA;
uniform float _MetallicPower;
uniform sampler2D _SnowCoverMetalicRAOGSmothnessA;
uniform float _SnowMetallicPower;
uniform float _SmoothnessPower;
uniform float _SnowSmoothnessPower;
uniform float _AmbientOcclusionPower;
uniform float _SnowAmbientOcclusionPower;
void surf( Input i , inout SurfaceOutputStandard 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 staticSwitch149 = uv2_DetailNormalMap;
#else
float2 staticSwitch149 = 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, staticSwitch149 ), _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 staticSwitch154 = uv2_SnowCoverNormal;
#else
float2 staticSwitch154 = uv0_SnowCover;
#endif
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 lerpResult29 = lerp( lerpResult19 , UnpackScaleNormal( tex2D( _SnowCoverNormal, staticSwitch154 ), _SnowNormalScale ) , saturate( ( ase_worldNormal.y * _Snow_Amount ) ));
o.Normal = lerpResult29;
float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch149 ) , tex2DNode25.a);
float temp_output_33_0 = saturate( ( (WorldNormalVector( i , lerpResult29 )).y * _Snow_Amount ) );
float4 lerpResult28 = lerp( ( lerpResult16 * _Color ) , ( tex2D( _SnowCover, staticSwitch154 ) * _SnowColor ) , temp_output_33_0);
o.Albedo = lerpResult28.rgb;
float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch149 ) , tex2DNode25.a);
float4 break22 = lerpResult18;
float4 tex2DNode45 = tex2D( _SnowCoverMetalicRAOGSmothnessA, staticSwitch154 );
float lerpResult38 = lerp( ( break22.r * _MetallicPower ) , ( tex2DNode45.r * _SnowMetallicPower ) , temp_output_33_0);
o.Metallic = lerpResult38;
float lerpResult37 = lerp( ( break22.a * _SmoothnessPower ) , ( tex2DNode45.a * _SnowSmoothnessPower ) , temp_output_33_0);
o.Smoothness = lerpResult37;
float clampResult59 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
float clampResult61 = clamp( tex2DNode45.g , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
float lerpResult39 = lerp( clampResult59 , clampResult61 , temp_output_33_0);
o.Occlusion = lerpResult39;
o.Alpha = 1;
}
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;
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;
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"
}