1721 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			1721 lines
		
	
	
		
			54 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								// Curved World <http://u3d.as/1W8h>
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								// Copyright (c) Amazing Assets <https://amazingassets.world>
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								Shader "Amazing Assets/Curved World/Nature/Tree Creator Bark Optimized" 
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								{
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								Properties {
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								[HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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								    _Color ("Main Color", Color) = (1,1,1,1)
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								    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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								    _BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {}
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								    _TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {}
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								    _Cutoff("Alpha cutoff", Range(0,1)) = 0.3
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								    // These are here only to provide default values
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								    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
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								    [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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								    [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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								    [HideInInspector] _SquashAmount ("Squash", Float) = 1
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								}
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								SubShader {
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								    Tags { "IgnoreProjector"="True" "RenderType"="CurvedWorld_TreeBark" }
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								    LOD 200
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									// ------------------------------------------------------------
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									// Surface shader code generated out of a CGPROGRAM block:
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									// ---- forward rendering base pass:
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									Pass {
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										Name "FORWARD"
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										Tags { "LightMode" = "ForwardBase" }
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								CGPROGRAM
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								// compile directives
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								#pragma vertex vert_surf
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								#pragma fragment frag_surf
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								#pragma multi_compile_instancing
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								#pragma multi_compile_fog
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								#pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap
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								#include "HLSLSupport.cginc"
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								#define UNITY_INSTANCED_LOD_FADE
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								#define UNITY_INSTANCED_SH
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								#define UNITY_INSTANCED_LIGHTMAPSTS
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								#include "UnityShaderVariables.cginc"
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								#include "UnityShaderUtilities.cginc"
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								#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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								#define CURVEDWORLD_BEND_ID_1
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								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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								#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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								// -------- variant for: <when no other keywords are defined>
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								#if !defined(INSTANCING_ON)
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								// Surface shader code generated based on:
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								// vertex modifier: 'TreeVertBark'
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								// writes to per-pixel normal: YES
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								// writes to emission: no
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								// writes to occlusion: no
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								// needs world space reflection vector: no
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								// needs world space normal vector: no
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								// needs screen space position: no
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								// needs world space position: no
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								// needs view direction: no
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								// needs world space view direction: no
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								// needs world space position for lighting: YES
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								// needs world space view direction for lighting: YES
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								// needs world space view direction for lightmaps: no
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								// needs vertex color: YES
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								// needs VFACE: no
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								// passes tangent-to-world matrix to pixel shader: YES
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								// reads from normal: no
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								// 1 texcoords actually used
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								//   float2 _MainTex
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								#include "UnityCG.cginc"
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								//Shader does not support lightmap thus we always want to fallback to SH.
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								#undef UNITY_SHOULD_SAMPLE_SH
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								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
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								#include "Lighting.cginc"
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								#include "AutoLight.cginc"
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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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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								#include "UnityBuiltin3xTreeLibrary.cginc"
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								sampler2D _MainTex;
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								sampler2D _BumpSpecMap;
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								sampler2D _TranslucencyMap;
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								struct Input {
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								    float2 uv_MainTex;
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								    fixed4 color : COLOR;
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								#if defined(BILLBOARD_FACE_CAMERA_POS)
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								    float4 screenPos;
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								#endif
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								};
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								void surf (Input IN, inout SurfaceOutput o) {
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								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
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								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
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								    o.Gloss = trngls.a * _Color.r;
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								    o.Alpha = c.a;
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								#if defined(BILLBOARD_FACE_CAMERA_POS)
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								    float coverage = 1.0;
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								    if (_TreeInstanceColor.a < 1.0)
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								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
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								    o.Alpha *= coverage;
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								#endif
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								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
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								    o.Specular = norspc.r;
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								    o.Normal = UnpackNormalDXT5nm(norspc);
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								}
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								// vertex-to-fragment interpolation data
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								// no lightmaps:
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								#ifndef LIGHTMAP_ON
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								// half-precision fragment shader registers:
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								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								#define FOG_COMBINED_WITH_TSPACE
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float4 tSpace0 : TEXCOORD1;
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								  float4 tSpace1 : TEXCOORD2;
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								  float4 tSpace2 : TEXCOORD3;
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								  fixed4 color : COLOR0;
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								  #if UNITY_SHOULD_SAMPLE_SH
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								  half3 sh : TEXCOORD4; // SH
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								  #endif
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								  UNITY_LIGHTING_COORDS(5,6)
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								  UNITY_VERTEX_INPUT_INSTANCE_ID
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								  UNITY_VERTEX_OUTPUT_STEREO
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								};
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								#endif
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								// high-precision fragment shader registers:
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								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float4 tSpace0 : TEXCOORD1;
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								  float4 tSpace1 : TEXCOORD2;
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								  float4 tSpace2 : TEXCOORD3;
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								  fixed4 color : COLOR0;
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								  #if UNITY_SHOULD_SAMPLE_SH
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								  half3 sh : TEXCOORD4; // SH
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								  #endif
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								  UNITY_FOG_COORDS(5)
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								  UNITY_SHADOW_COORDS(6)
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								  UNITY_VERTEX_INPUT_INSTANCE_ID
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								  UNITY_VERTEX_OUTPUT_STEREO
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								};
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								#endif
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								#endif
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								// with lightmaps:
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								#ifdef LIGHTMAP_ON
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								// half-precision fragment shader registers:
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								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								#define FOG_COMBINED_WITH_TSPACE
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float4 tSpace0 : TEXCOORD1;
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								  float4 tSpace1 : TEXCOORD2;
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								  float4 tSpace2 : TEXCOORD3;
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								  fixed4 color : COLOR0;
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								  float4 lmap : TEXCOORD4;
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								  UNITY_LIGHTING_COORDS(5,6)
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								  UNITY_VERTEX_INPUT_INSTANCE_ID
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								  UNITY_VERTEX_OUTPUT_STEREO
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								};
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								#endif
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								// high-precision fragment shader registers:
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								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float4 tSpace0 : TEXCOORD1;
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								  float4 tSpace1 : TEXCOORD2;
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								  float4 tSpace2 : TEXCOORD3;
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								  fixed4 color : COLOR0;
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								  float4 lmap : TEXCOORD4;
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								  UNITY_FOG_COORDS(5)
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								  UNITY_SHADOW_COORDS(6)
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								  UNITY_VERTEX_INPUT_INSTANCE_ID
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								  UNITY_VERTEX_OUTPUT_STEREO
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								};
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								#endif
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								#endif
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								float4 _MainTex_ST;
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								// vertex shader
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								v2f_surf vert_surf (appdata_full v) {
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								  UNITY_SETUP_INSTANCE_ID(v);
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								  v2f_surf o;
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								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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								  UNITY_TRANSFER_INSTANCE_ID(v,o);
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								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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								  TreeVertBark (v);
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								  o.pos = UnityObjectToClipPos(v.vertex);
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								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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								  fixed3 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.color = v.color;
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								  #ifdef LIGHTMAP_ON
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								  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
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								  #endif
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								  // SH/ambient and vertex lights
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								  #ifndef LIGHTMAP_ON
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								    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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								      o.sh = 0;
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								      // Approximated illumination from non-important point lights
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								      #ifdef VERTEXLIGHT_ON
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								        o.sh += Shade4PointLights (
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								          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
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| 
								 | 
							
								          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
							 | 
						||
| 
								 | 
							
								          unity_4LightAtten0, worldPos, worldNormal);
							 | 
						||
| 
								 | 
							
								      #endif
							 | 
						||
| 
								 | 
							
								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								  #endif // !LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_RECONSTRUCT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // compute lighting & shadowing factor
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								  float3 worldN;
							 | 
						||
| 
								 | 
							
								  worldN.x = dot(_unity_tbn_0, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.y = dot(_unity_tbn_1, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.z = dot(_unity_tbn_2, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN = normalize(worldN);
							 | 
						||
| 
								 | 
							
								  o.Normal = worldN;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = _LightColor0.rgb;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = lightDir;
							 | 
						||
| 
								 | 
							
								  // Call GI (lightmaps/SH/reflections) lighting function
							 | 
						||
| 
								 | 
							
								  UnityGIInput giInput;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
							 | 
						||
| 
								 | 
							
								  giInput.light = gi.light;
							 | 
						||
| 
								 | 
							
								  giInput.worldPos = worldPos;
							 | 
						||
| 
								 | 
							
								  giInput.worldViewDir = worldViewDir;
							 | 
						||
| 
								 | 
							
								  giInput.atten = atten;
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = IN.lmap;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    giInput.ambient = IN.sh;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.ambient.rgb = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[0] = unity_SpecCube0_HDR;
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[1] = unity_SpecCube1_HDR;
							 | 
						||
| 
								 | 
							
								  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  LightingBlinnPhong_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  c += LightingBlinnPhong (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: INSTANCING_ON 
							 | 
						||
| 
								 | 
							
								#if defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: YES
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 1 texcoords actually used
							 | 
						||
| 
								 | 
							
								//   float2 _MainTex
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "AutoLight.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								sampler2D _BumpSpecMap;
							 | 
						||
| 
								 | 
							
								sampler2D _TranslucencyMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Gloss = trngls.a * _Color.r;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float coverage = 1.0;
							 | 
						||
| 
								 | 
							
								    if (_TreeInstanceColor.a < 1.0)
							 | 
						||
| 
								 | 
							
								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= coverage;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Specular = norspc.r;
							 | 
						||
| 
								 | 
							
								    o.Normal = UnpackNormalDXT5nm(norspc);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								// no lightmaps:
							 | 
						||
| 
								 | 
							
								#ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								// half-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								#define FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								  half3 sh : TEXCOORD4; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(5,6)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								// high-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								  half3 sh : TEXCOORD4; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(5)
							 | 
						||
| 
								 | 
							
								  UNITY_SHADOW_COORDS(6)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								// with lightmaps:
							 | 
						||
| 
								 | 
							
								#ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								// half-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								#define FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(5,6)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								// high-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(5)
							 | 
						||
| 
								 | 
							
								  UNITY_SHADOW_COORDS(6)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  TreeVertBark (v);
							 | 
						||
| 
								 | 
							
								  o.pos = UnityObjectToClipPos(v.vertex);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
							 | 
						||
| 
								 | 
							
								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
							 | 
						||
| 
								 | 
							
								  fixed3 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.color = v.color;
							 | 
						||
| 
								 | 
							
								  #ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // SH/ambient and vertex lights
							 | 
						||
| 
								 | 
							
								  #ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								      o.sh = 0;
							 | 
						||
| 
								 | 
							
								      // Approximated illumination from non-important point lights
							 | 
						||
| 
								 | 
							
								      #ifdef VERTEXLIGHT_ON
							 | 
						||
| 
								 | 
							
								        o.sh += Shade4PointLights (
							 | 
						||
| 
								 | 
							
								          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
							 | 
						||
| 
								 | 
							
								          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
							 | 
						||
| 
								 | 
							
								          unity_4LightAtten0, worldPos, worldNormal);
							 | 
						||
| 
								 | 
							
								      #endif
							 | 
						||
| 
								 | 
							
								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								  #endif // !LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_RECONSTRUCT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // compute lighting & shadowing factor
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								  float3 worldN;
							 | 
						||
| 
								 | 
							
								  worldN.x = dot(_unity_tbn_0, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.y = dot(_unity_tbn_1, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.z = dot(_unity_tbn_2, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN = normalize(worldN);
							 | 
						||
| 
								 | 
							
								  o.Normal = worldN;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = _LightColor0.rgb;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = lightDir;
							 | 
						||
| 
								 | 
							
								  // Call GI (lightmaps/SH/reflections) lighting function
							 | 
						||
| 
								 | 
							
								  UnityGIInput giInput;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
							 | 
						||
| 
								 | 
							
								  giInput.light = gi.light;
							 | 
						||
| 
								 | 
							
								  giInput.worldPos = worldPos;
							 | 
						||
| 
								 | 
							
								  giInput.worldViewDir = worldViewDir;
							 | 
						||
| 
								 | 
							
								  giInput.atten = atten;
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = IN.lmap;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    giInput.ambient = IN.sh;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.ambient.rgb = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[0] = unity_SpecCube0_HDR;
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[1] = unity_SpecCube1_HDR;
							 | 
						||
| 
								 | 
							
								  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  LightingBlinnPhong_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  c += LightingBlinnPhong (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- forward rendering additive lights pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "FORWARD"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ForwardAdd" }
							 | 
						||
| 
								 | 
							
										ZWrite Off Blend One One
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma skip_variants INSTANCING_ON
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdadd noshadowmask nodynlightmap nolightmap
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: <when no other keywords are defined>
							 | 
						||
| 
								 | 
							
								#if !defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: YES
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 1 texcoords actually used
							 | 
						||
| 
								 | 
							
								//   float2 _MainTex
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "AutoLight.cginc"
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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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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								#include "UnityBuiltin3xTreeLibrary.cginc"
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								sampler2D _MainTex;
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								sampler2D _BumpSpecMap;
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								sampler2D _TranslucencyMap;
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								struct Input {
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								    float2 uv_MainTex;
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								    fixed4 color : COLOR;
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								#if defined(BILLBOARD_FACE_CAMERA_POS)
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								    float4 screenPos;
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								#endif
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								};
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								void surf (Input IN, inout SurfaceOutput o) {
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								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
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								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
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								    o.Gloss = trngls.a * _Color.r;
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								    o.Alpha = c.a;
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								#if defined(BILLBOARD_FACE_CAMERA_POS)
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								    float coverage = 1.0;
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								    if (_TreeInstanceColor.a < 1.0)
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								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
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								    o.Alpha *= coverage;
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								#endif
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								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
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								    o.Specular = norspc.r;
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								    o.Normal = UnpackNormalDXT5nm(norspc);
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								}
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								// vertex-to-fragment interpolation data
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								struct v2f_surf {
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								  UNITY_POSITION(pos);
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								  float2 pack0 : TEXCOORD0; // _MainTex
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								  float3 tSpace0 : TEXCOORD1;
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								  float3 tSpace1 : TEXCOORD2;
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								  float3 tSpace2 : TEXCOORD3;
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								  float3 worldPos : TEXCOORD4;
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								  fixed4 color : COLOR0;
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								  UNITY_LIGHTING_COORDS(5,6)
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								  UNITY_FOG_COORDS(7)
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								  UNITY_VERTEX_INPUT_INSTANCE_ID
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								  UNITY_VERTEX_OUTPUT_STEREO
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								};
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								float4 _MainTex_ST;
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								// vertex shader
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								v2f_surf vert_surf (appdata_full v) {
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								  UNITY_SETUP_INSTANCE_ID(v);
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								  v2f_surf o;
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								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
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								  UNITY_TRANSFER_INSTANCE_ID(v,o);
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								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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								  TreeVertBark (v);
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								  o.pos = UnityObjectToClipPos(v.vertex);
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								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
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								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
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								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
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								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
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								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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								  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
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								  o.tSpace0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
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								  o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
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								  o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
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								  o.worldPos.xyz = worldPos;
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								  o.color = v.color;
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								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
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								  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
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								  return o;
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								}
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								// fragment shader
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								fixed4 frag_surf (v2f_surf IN) : SV_Target {
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								  UNITY_SETUP_INSTANCE_ID(IN);
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								  // prepare and unpack data
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								  Input surfIN;
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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
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								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
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								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
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								  #else
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								    UNITY_EXTRACT_FOG(IN);
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								  #endif
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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								    UNITY_RECONSTRUCT_TBN(IN);
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								  #else
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								    UNITY_EXTRACT_TBN(IN);
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								  #endif
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								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
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								  surfIN.uv_MainTex.x = 1.0;
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								  surfIN.color.x = 1.0;
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								  surfIN.uv_MainTex = IN.pack0.xy;
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								  float3 worldPos = IN.worldPos.xyz;
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								  #ifndef USING_DIRECTIONAL_LIGHT
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								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
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								  #else
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								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
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								  #endif
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								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
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								  surfIN.color = IN.color;
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								  #ifdef UNITY_COMPILER_HLSL
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								  SurfaceOutput o = (SurfaceOutput)0;
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								  #else
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								  SurfaceOutput o;
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								  #endif
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								  o.Albedo = 0.0;
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								  o.Emission = 0.0;
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								  o.Specular = 0.0;
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								  o.Alpha = 0.0;
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								  o.Gloss = 0.0;
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								  fixed3 normalWorldVertex = fixed3(0,0,1);
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								  o.Normal = fixed3(0,0,1);
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								  // call surface function
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								  surf (surfIN, o);
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								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
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								  fixed4 c = 0;
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								  float3 worldN;
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								  worldN.x = dot(_unity_tbn_0, o.Normal);
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								  worldN.y = dot(_unity_tbn_1, o.Normal);
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								  worldN.z = dot(_unity_tbn_2, o.Normal);
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								  worldN = normalize(worldN);
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								 | 
							
								  o.Normal = worldN;
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| 
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								 | 
							
								  // Setup lighting environment
							 | 
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| 
								 | 
							
								  UnityGI gi;
							 | 
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| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
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| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
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| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = _LightColor0.rgb;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = lightDir;
							 | 
						||
| 
								 | 
							
								  gi.light.color *= atten;
							 | 
						||
| 
								 | 
							
								  c += LightingBlinnPhong (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  c.a = 0.0;
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								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
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								  UNITY_OPAQUE_ALPHA(c.a);
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								  return c;
							 | 
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| 
								 | 
							
								}
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								#endif
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								ENDCG
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								}
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									// ---- deferred shading pass:
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									Pass {
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										Name "DEFERRED"
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										Tags { "LightMode" = "Deferred" }
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								CGPROGRAM
							 | 
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								// compile directives
							 | 
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								#pragma vertex vert_surf
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								#pragma fragment frag_surf
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								#pragma multi_compile_instancing
							 | 
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								#pragma exclude_renderers nomrt
							 | 
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								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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						||
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								 | 
							
								#pragma multi_compile_prepassfinal noshadowmask nodynlightmap nolightmap
							 | 
						||
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								#include "HLSLSupport.cginc"
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						||
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								#define UNITY_INSTANCED_LOD_FADE
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								#define UNITY_INSTANCED_SH
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								#define UNITY_INSTANCED_LIGHTMAPSTS
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								#include "UnityShaderVariables.cginc"
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								#include "UnityShaderUtilities.cginc"
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								#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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							 | 
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							 | 
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								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
							 | 
						||
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							 | 
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							 | 
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							 | 
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								// -------- variant for: <when no other keywords are defined>
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								 | 
							
								#if !defined(INSTANCING_ON)
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								 | 
							
								// Surface shader code generated based on:
							 | 
						||
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								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: YES
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 1 texcoords actually used
							 | 
						||
| 
								 | 
							
								//   float2 _MainTex
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								sampler2D _BumpSpecMap;
							 | 
						||
| 
								 | 
							
								sampler2D _TranslucencyMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Gloss = trngls.a * _Color.r;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float coverage = 1.0;
							 | 
						||
| 
								 | 
							
								    if (_TreeInstanceColor.a < 1.0)
							 | 
						||
| 
								 | 
							
								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= coverage;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Specular = norspc.r;
							 | 
						||
| 
								 | 
							
								    o.Normal = UnpackNormalDXT5nm(norspc);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								#ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    half3 sh : TEXCOORD5; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								    float4 lmapFadePos : TEXCOORD5;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  TreeVertBark (v);
							 | 
						||
| 
								 | 
							
								  o.pos = UnityObjectToClipPos(v.vertex);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
							 | 
						||
| 
								 | 
							
								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
							 | 
						||
| 
								 | 
							
								  fixed3 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.color = v.color;
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = 0;
							 | 
						||
| 
								 | 
							
								#ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
							 | 
						||
| 
								 | 
							
								    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  o.lmap.xy = 0;
							 | 
						||
| 
								 | 
							
								    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								      o.sh = 0;
							 | 
						||
| 
								 | 
							
								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								float4 unity_LightmapFade;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								fixed4 unity_Ambient;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								void frag_surf (v2f_surf IN,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer0 : SV_Target0,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer1 : SV_Target1,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer2 : SV_Target2,
							 | 
						||
| 
								 | 
							
								    out half4 outEmission : SV_Target3
							 | 
						||
| 
								 | 
							
								#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
							 | 
						||
| 
								 | 
							
								    , out half4 outShadowMask : SV_Target4
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_RECONSTRUCT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								fixed3 originalNormal = o.Normal;
							 | 
						||
| 
								 | 
							
								  float3 worldN;
							 | 
						||
| 
								 | 
							
								  worldN.x = dot(_unity_tbn_0, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.y = dot(_unity_tbn_1, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.z = dot(_unity_tbn_2, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN = normalize(worldN);
							 | 
						||
| 
								 | 
							
								  o.Normal = worldN;
							 | 
						||
| 
								 | 
							
								  half atten = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = half3(0,1,0);
							 | 
						||
| 
								 | 
							
								  // Call GI (lightmaps/SH/reflections) lighting function
							 | 
						||
| 
								 | 
							
								  UnityGIInput giInput;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
							 | 
						||
| 
								 | 
							
								  giInput.light = gi.light;
							 | 
						||
| 
								 | 
							
								  giInput.worldPos = worldPos;
							 | 
						||
| 
								 | 
							
								  giInput.worldViewDir = worldViewDir;
							 | 
						||
| 
								 | 
							
								  giInput.atten = atten;
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = IN.lmap;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    giInput.ambient = IN.sh;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.ambient.rgb = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[0] = unity_SpecCube0_HDR;
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[1] = unity_SpecCube1_HDR;
							 | 
						||
| 
								 | 
							
								  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  LightingBlinnPhong_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call lighting function to output g-buffer
							 | 
						||
| 
								 | 
							
								  outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
							 | 
						||
| 
								 | 
							
								  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
							 | 
						||
| 
								 | 
							
								    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifndef UNITY_HDR_ON
							 | 
						||
| 
								 | 
							
								  outEmission.rgb = exp2(-outEmission.rgb);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: INSTANCING_ON 
							 | 
						||
| 
								 | 
							
								#if defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: YES
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 1 texcoords actually used
							 | 
						||
| 
								 | 
							
								//   float2 _MainTex
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								sampler2D _BumpSpecMap;
							 | 
						||
| 
								 | 
							
								sampler2D _TranslucencyMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Gloss = trngls.a * _Color.r;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float coverage = 1.0;
							 | 
						||
| 
								 | 
							
								    if (_TreeInstanceColor.a < 1.0)
							 | 
						||
| 
								 | 
							
								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= coverage;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Specular = norspc.r;
							 | 
						||
| 
								 | 
							
								    o.Normal = UnpackNormalDXT5nm(norspc);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  float2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								#ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    half3 sh : TEXCOORD5; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								    float4 lmapFadePos : TEXCOORD5;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  TreeVertBark (v);
							 | 
						||
| 
								 | 
							
								  o.pos = UnityObjectToClipPos(v.vertex);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
							 | 
						||
| 
								 | 
							
								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
							 | 
						||
| 
								 | 
							
								  fixed3 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.color = v.color;
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = 0;
							 | 
						||
| 
								 | 
							
								#ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
							 | 
						||
| 
								 | 
							
								    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  o.lmap.xy = 0;
							 | 
						||
| 
								 | 
							
								    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								      o.sh = 0;
							 | 
						||
| 
								 | 
							
								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								#ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								float4 unity_LightmapFade;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								fixed4 unity_Ambient;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								void frag_surf (v2f_surf IN,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer0 : SV_Target0,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer1 : SV_Target1,
							 | 
						||
| 
								 | 
							
								    out half4 outGBuffer2 : SV_Target2,
							 | 
						||
| 
								 | 
							
								    out half4 outEmission : SV_Target3
							 | 
						||
| 
								 | 
							
								#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
							 | 
						||
| 
								 | 
							
								    , out half4 outShadowMask : SV_Target4
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_RECONSTRUCT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_TBN(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								fixed3 originalNormal = o.Normal;
							 | 
						||
| 
								 | 
							
								  float3 worldN;
							 | 
						||
| 
								 | 
							
								  worldN.x = dot(_unity_tbn_0, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.y = dot(_unity_tbn_1, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN.z = dot(_unity_tbn_2, o.Normal);
							 | 
						||
| 
								 | 
							
								  worldN = normalize(worldN);
							 | 
						||
| 
								 | 
							
								  o.Normal = worldN;
							 | 
						||
| 
								 | 
							
								  half atten = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // Setup lighting environment
							 | 
						||
| 
								 | 
							
								  UnityGI gi;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
							 | 
						||
| 
								 | 
							
								  gi.indirect.diffuse = 0;
							 | 
						||
| 
								 | 
							
								  gi.indirect.specular = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.color = 0;
							 | 
						||
| 
								 | 
							
								  gi.light.dir = half3(0,1,0);
							 | 
						||
| 
								 | 
							
								  // Call GI (lightmaps/SH/reflections) lighting function
							 | 
						||
| 
								 | 
							
								  UnityGIInput giInput;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
							 | 
						||
| 
								 | 
							
								  giInput.light = gi.light;
							 | 
						||
| 
								 | 
							
								  giInput.worldPos = worldPos;
							 | 
						||
| 
								 | 
							
								  giInput.worldViewDir = worldViewDir;
							 | 
						||
| 
								 | 
							
								  giInput.atten = atten;
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = IN.lmap;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.lightmapUV = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    giInput.ambient = IN.sh;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    giInput.ambient.rgb = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[0] = unity_SpecCube0_HDR;
							 | 
						||
| 
								 | 
							
								  giInput.probeHDR[1] = unity_SpecCube1_HDR;
							 | 
						||
| 
								 | 
							
								  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
							 | 
						||
| 
								 | 
							
								    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
							 | 
						||
| 
								 | 
							
								    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
							 | 
						||
| 
								 | 
							
								    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  LightingBlinnPhong_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call lighting function to output g-buffer
							 | 
						||
| 
								 | 
							
								  outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
							 | 
						||
| 
								 | 
							
								  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
							 | 
						||
| 
								 | 
							
								    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifndef UNITY_HDR_ON
							 | 
						||
| 
								 | 
							
								  outEmission.rgb = exp2(-outEmission.rgb);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- shadow caster pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ShadowCaster" }
							 | 
						||
| 
								 | 
							
										ZWrite On ZTest LEqual
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_shadowcaster noshadowmask nodynlightmap nolightmap
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: <when no other keywords are defined>
							 | 
						||
| 
								 | 
							
								#if !defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: no
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 0 texcoords actually used
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								sampler2D _BumpSpecMap;
							 | 
						||
| 
								 | 
							
								sampler2D _TranslucencyMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Gloss = trngls.a * _Color.r;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float coverage = 1.0;
							 | 
						||
| 
								 | 
							
								    if (_TreeInstanceColor.a < 1.0)
							 | 
						||
| 
								 | 
							
								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= coverage;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Specular = norspc.r;
							 | 
						||
| 
								 | 
							
								    o.Normal = UnpackNormalDXT5nm(norspc);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  TreeVertBark (v);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  SHADOW_CASTER_FRAGMENT(IN)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: INSTANCING_ON 
							 | 
						||
| 
								 | 
							
								#if defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertBark'
							 | 
						||
| 
								 | 
							
								// writes to per-pixel normal: YES
							 | 
						||
| 
								 | 
							
								// writes to emission: no
							 | 
						||
| 
								 | 
							
								// writes to occlusion: no
							 | 
						||
| 
								 | 
							
								// needs world space reflection vector: no
							 | 
						||
| 
								 | 
							
								// needs world space normal vector: no
							 | 
						||
| 
								 | 
							
								// needs screen space position: no
							 | 
						||
| 
								 | 
							
								// needs world space position: no
							 | 
						||
| 
								 | 
							
								// needs view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space view direction: no
							 | 
						||
| 
								 | 
							
								// needs world space position for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lighting: YES
							 | 
						||
| 
								 | 
							
								// needs world space view direction for lightmaps: no
							 | 
						||
| 
								 | 
							
								// needs vertex color: no
							 | 
						||
| 
								 | 
							
								// needs VFACE: no
							 | 
						||
| 
								 | 
							
								// passes tangent-to-world matrix to pixel shader: YES
							 | 
						||
| 
								 | 
							
								// reads from normal: no
							 | 
						||
| 
								 | 
							
								// 0 texcoords actually used
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								//Shader does not support lightmap thus we always want to fallback to SH.
							 | 
						||
| 
								 | 
							
								#undef UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								sampler2D _BumpSpecMap;
							 | 
						||
| 
								 | 
							
								sampler2D _TranslucencyMap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								struct Input {
							 | 
						||
| 
								 | 
							
								    float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								    fixed4 color : COLOR;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout SurfaceOutput o) {
							 | 
						||
| 
								 | 
							
								    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Gloss = trngls.a * _Color.r;
							 | 
						||
| 
								 | 
							
								    o.Alpha = c.a;
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float coverage = 1.0;
							 | 
						||
| 
								 | 
							
								    if (_TreeInstanceColor.a < 1.0)
							 | 
						||
| 
								 | 
							
								        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
							 | 
						||
| 
								 | 
							
								    o.Alpha *= coverage;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
							 | 
						||
| 
								 | 
							
								    o.Specular = norspc.r;
							 | 
						||
| 
								 | 
							
								    o.Normal = UnpackNormalDXT5nm(norspc);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_surf {
							 | 
						||
| 
								 | 
							
								  V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_surf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  TreeVertBark (v);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(IN);
							 | 
						||
| 
								 | 
							
								  // prepare and unpack data
							 | 
						||
| 
								 | 
							
								  Input surfIN;
							 | 
						||
| 
								 | 
							
								  #ifdef FOG_COMBINED_WITH_TSPACE
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
							 | 
						||
| 
								 | 
							
								  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    UNITY_EXTRACT_FOG(IN);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o = (SurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Gloss = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  SHADOW_CASTER_FRAGMENT(IN)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
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								}
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								Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Bark Rendertex"
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								CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
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								}
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