237 lines
10 KiB
Plaintext
237 lines
10 KiB
Plaintext
Shader "NatureManufacture Shaders/Trees/Tree Bark Specular Snow"
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{
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Properties
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{
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_Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13
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_Color("Color", Color) = (1,1,1,0)
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_MainTex("MainTex", 2D) = "white" {}
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 5)) = 1
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[NoScaleOffset]_SpecularRGBSmothnessA("Specular (RGB) Smothness (A)", 2D) = "white" {}
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_SpecularPower("Specular Power", Range( 0 , 2)) = 0
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_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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[NoScaleOffset]_AmbientOcclusionA("Ambient Occlusion (A)", 2D) = "gray" {}
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_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
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_DetailMask("DetailMask", 2D) = "black" {}
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_DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
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[Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
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[NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
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_DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
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[NoScaleOffset]_DetailAmbientOcclusionG("Detail Ambient Occlusion (G)", 2D) = "gray" {}
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_DetailAmbientOcclusionPower("Detail Ambient Occlusion Power", Range( 0 , 1)) = 1
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[NoScaleOffset]_DetailSpecularRGBSmothnessA("Detail Specular (RGB) Smothness (A)", 2D) = "white" {}
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_SnowColor("Snow Color", Color) = (1,1,1,0)
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_SnowCover("Snow Cover", 2D) = "white" {}
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[Toggle(_SNOWUSEUV3_ON)] _SnowUseUV3("Snow Use UV3", Float) = 0
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[NoScaleOffset]_SnowCoverNormal("Snow Cover Normal", 2D) = "bump" {}
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[NoScaleOffset]_SnowCoverSpecularRGBSmothnessA("Snow Cover Specular (RGB) Smothness (A)", 2D) = "gray" {}
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_SnowSpecularPower("Snow Specular Power", Range( 0 , 2)) = 0
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_SnowSmoothnessPower("Snow Smoothness Power", Range( 0 , 2)) = 0
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[NoScaleOffset]_SnowCoverAmbientOcclusionG("Snow Cover Ambient Occlusion (G)", 2D) = "gray" {}
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_SnowAmbientOcclusionPower("Snow Ambient Occlusion Power", Range( 0 , 1)) = 1
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_InitialBend("Wind Initial Bend", Float) = 1
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_Stiffness("Wind Stiffness", Float) = 1
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_Drag("Wind Drag", Float) = 1
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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] _texcoord3( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma shader_feature _TOUCHREACTACTIVE_ON
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#pragma shader_feature _DETALUSEUV3_ON
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#pragma shader_feature _SNOWUSEUV3_ON
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#include "NMWindNoShiver.cginc"
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#include "NM_indirect.cginc"
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#pragma vertex vert
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float2 uv3_texcoord3;
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float3 worldNormal;
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INTERNAL_DATA
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};
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uniform float _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _DetailNormalMap;
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uniform sampler2D _DetailAlbedoMap;
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uniform float4 _DetailAlbedoMap_ST;
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uniform float4 _DetailNormalMap_ST;
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uniform sampler2D _DetailMask;
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uniform float4 _DetailMask_ST;
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uniform sampler2D _SnowCoverNormal;
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uniform sampler2D _SnowCover;
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uniform float4 _SnowCover_ST;
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uniform float4 _SnowCoverNormal_ST;
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uniform float _Snow_Amount;
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uniform float4 _Color;
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uniform float4 _SnowColor;
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uniform sampler2D _SpecularRGBSmothnessA;
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uniform sampler2D _DetailSpecularRGBSmothnessA;
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uniform float _SpecularPower;
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uniform sampler2D _SnowCoverSpecularRGBSmothnessA;
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uniform float _SnowSpecularPower;
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uniform float _SmoothnessPower;
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uniform float _SnowSmoothnessPower;
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uniform sampler2D _AmbientOcclusionA;
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uniform float _AmbientOcclusionPower;
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uniform sampler2D _DetailAmbientOcclusionG;
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uniform float _DetailAmbientOcclusionPower;
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uniform sampler2D _SnowCoverAmbientOcclusionG;
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uniform float _SnowAmbientOcclusionPower;
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
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float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
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#ifdef _DETALUSEUV3_ON
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float2 staticSwitch157 = uv2_DetailNormalMap;
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#else
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float2 staticSwitch157 = uv0_DetailAlbedoMap;
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#endif
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float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
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float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch157 ), _DetailNormalMapScale ) , tex2DNode25.a);
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float2 uv0_SnowCover = i.uv_texcoord * _SnowCover_ST.xy + _SnowCover_ST.zw;
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float2 uv2_SnowCoverNormal = i.uv3_texcoord3 * _SnowCoverNormal_ST.xy + _SnowCoverNormal_ST.zw;
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#ifdef _SNOWUSEUV3_ON
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float2 staticSwitch160 = uv2_SnowCoverNormal;
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#else
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float2 staticSwitch160 = uv0_SnowCover;
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#endif
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float3 lerpResult29 = lerp( lerpResult19 , UnpackNormal( tex2D( _SnowCoverNormal, staticSwitch160 ) ) , saturate( ( ase_worldNormal.y * _Snow_Amount ) ));
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o.Normal = lerpResult29;
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float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch157 ) , tex2DNode25.a);
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float temp_output_33_0 = saturate( ( (WorldNormalVector( i , lerpResult29 )).y * _Snow_Amount ) );
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float4 lerpResult28 = lerp( ( lerpResult16 * _Color ) , ( tex2D( _SnowCover, staticSwitch160 ) * _SnowColor ) , temp_output_33_0);
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o.Albedo = lerpResult28.rgb;
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float4 lerpResult18 = lerp( tex2D( _SpecularRGBSmothnessA, uv0_MainTex ) , tex2D( _DetailSpecularRGBSmothnessA, staticSwitch157 ) , tex2DNode25.a);
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float4 break22 = lerpResult18;
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float3 appendResult48 = (float3(break22.r , break22.g , break22.b));
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float4 tex2DNode45 = tex2D( _SnowCoverSpecularRGBSmothnessA, staticSwitch160 );
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float3 appendResult49 = (float3(tex2DNode45.r , tex2DNode45.g , tex2DNode45.b));
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float3 lerpResult38 = lerp( ( appendResult48 * _SpecularPower ) , ( appendResult49 * _SnowSpecularPower ) , temp_output_33_0);
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o.Specular = lerpResult38;
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float lerpResult37 = lerp( ( break22.a * _SmoothnessPower ) , ( tex2DNode45.a * _SnowSmoothnessPower ) , temp_output_33_0);
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o.Smoothness = lerpResult37;
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float clampResult64 = clamp( tex2D( _AmbientOcclusionA, uv0_MainTex ).g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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float clampResult66 = clamp( tex2D( _DetailAmbientOcclusionG, staticSwitch157 ).g , ( 1.0 - _DetailAmbientOcclusionPower ) , 1.0 );
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float lerpResult53 = lerp( clampResult64 , clampResult66 , tex2DNode25.a);
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float clampResult62 = clamp( tex2D( _SnowCoverAmbientOcclusionG, staticSwitch160 ).g , ( 1.0 - _SnowAmbientOcclusionPower ) , 1.0 );
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float lerpResult39 = lerp( lerpResult53 , clampResult62 , temp_output_33_0);
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o.Occlusion = lerpResult39;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardSpecular keepalpha fullforwardshadows dithercrossfade
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float4 customPack1 : TEXCOORD1;
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float4 tSpace0 : TEXCOORD2;
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float4 tSpace1 : TEXCOORD3;
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float4 tSpace2 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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AdditionalWind(v);
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.customPack1.zw = customInputData.uv3_texcoord3;
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o.customPack1.zw = v.texcoord2;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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surfIN.uv3_texcoord3 = IN.customPack1.zw;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
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SurfaceOutputStandardSpecular o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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} |