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

180 lines
7.0 KiB
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Shader "NatureManufacture Shaders/Trees/Cross Snow WS"
{
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" {}
[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
[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
#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 );
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"
}