735 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			735 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
								 | 
							
								// Curved World <http://u3d.as/1W8h>
							 | 
						||
| 
								 | 
							
								// Copyright (c) Amazing Assets <https://amazingassets.world>
							 | 
						||
| 
								 | 
							
								 
							 | 
						||
| 
								 | 
							
								Shader "Amazing Assets/Curved World/Nature/Tree Creator Leaves Optimized"
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								Properties {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								[HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    _Color ("Main Color", Color) = (1,1,1,1)
							 | 
						||
| 
								 | 
							
								    _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
							 | 
						||
| 
								 | 
							
								    _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
							 | 
						||
| 
								 | 
							
								    _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
							 | 
						||
| 
								 | 
							
								    _ShadowStrength("Shadow Strength", Range(0,1)) = 0.8
							 | 
						||
| 
								 | 
							
								    _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
							 | 
						||
| 
								 | 
							
								    _ShadowTex ("Shadow (RGB)", 2D) = "white" {}
							 | 
						||
| 
								 | 
							
								    _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
							 | 
						||
| 
								 | 
							
								    _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // These are here only to provide default values
							 | 
						||
| 
								 | 
							
								    [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
							 | 
						||
| 
								 | 
							
								    [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
							 | 
						||
| 
								 | 
							
								    [HideInInspector] _SquashAmount ("Squash", Float) = 1
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								SubShader {
							 | 
						||
| 
								 | 
							
								    Tags {
							 | 
						||
| 
								 | 
							
								        "IgnoreProjector"="True"
							 | 
						||
| 
								 | 
							
								        "RenderType"="CurvedWorld_TreeLeaf"
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    LOD 200
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ------------------------------------------------------------
							 | 
						||
| 
								 | 
							
									// Surface shader code generated out of a CGPROGRAM block:
							 | 
						||
| 
								 | 
							
									
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- forward rendering base pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "FORWARD"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ForwardBase" }
							 | 
						||
| 
								 | 
							
										ColorMask RGB
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdbase 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: 'TreeVertLeaf'
							 | 
						||
| 
								 | 
							
								// 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: no
							 | 
						||
| 
								 | 
							
								// 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; // color.a = AO
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout LeafSurfaceOutput 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.Translucency = trngls.b;
							 | 
						||
| 
								 | 
							
								    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;
							 | 
						||
| 
								 | 
							
								  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
							 | 
						||
| 
								 | 
							
								  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;
							 | 
						||
| 
								 | 
							
								  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								  TreeVertLeaf (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
							 | 
						||
| 
								 | 
							
								  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
							 | 
						||
| 
								 | 
							
								  o.vlight = shlight;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  o.vlight = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef VERTEXLIGHT_ON
							 | 
						||
| 
								 | 
							
								  o.vlight += 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 // VERTEXLIGHT_ON
							 | 
						||
| 
								 | 
							
								  #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;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								fixed _Cutoff;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  LeafSurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // alpha test
							 | 
						||
| 
								 | 
							
								  clip (o.Alpha - _Cutoff);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 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;
							 | 
						||
| 
								 | 
							
								  #ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  c.rgb += o.Albedo * IN.vlight;
							 | 
						||
| 
								 | 
							
								  #endif // !LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // lightmaps
							 | 
						||
| 
								 | 
							
								  #ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								    #if DIRLIGHTMAP_COMBINED
							 | 
						||
| 
								 | 
							
								      // directional lightmaps
							 | 
						||
| 
								 | 
							
								      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
							 | 
						||
| 
								 | 
							
								    #else
							 | 
						||
| 
								 | 
							
								      // single lightmap
							 | 
						||
| 
								 | 
							
								      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      fixed3 lm = DecodeLightmap (lmtex);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  #endif // LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  #ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    c.a = o.Alpha;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  #ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  #endif // LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// -------- variant for: INSTANCING_ON 
							 | 
						||
| 
								 | 
							
								#if defined(INSTANCING_ON)
							 | 
						||
| 
								 | 
							
								// Surface shader code generated based on:
							 | 
						||
| 
								 | 
							
								// vertex modifier: 'TreeVertLeaf'
							 | 
						||
| 
								 | 
							
								// 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: no
							 | 
						||
| 
								 | 
							
								// 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; // color.a = AO
							 | 
						||
| 
								 | 
							
								#if defined(BILLBOARD_FACE_CAMERA_POS)
							 | 
						||
| 
								 | 
							
								    float4 screenPos;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void surf (Input IN, inout LeafSurfaceOutput 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.Translucency = trngls.b;
							 | 
						||
| 
								 | 
							
								    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;
							 | 
						||
| 
								 | 
							
								  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
							 | 
						||
| 
								 | 
							
								  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;
							 | 
						||
| 
								 | 
							
								  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								  TreeVertLeaf (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
							 | 
						||
| 
								 | 
							
								  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
							 | 
						||
| 
								 | 
							
								  o.vlight = shlight;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  o.vlight = 0.0;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #ifdef VERTEXLIGHT_ON
							 | 
						||
| 
								 | 
							
								  o.vlight += 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 // VERTEXLIGHT_ON
							 | 
						||
| 
								 | 
							
								  #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;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								fixed _Cutoff;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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
							 | 
						||
| 
								 | 
							
								  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  LeafSurfaceOutput o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Specular = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  surf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // alpha test
							 | 
						||
| 
								 | 
							
								  clip (o.Alpha - _Cutoff);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 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;
							 | 
						||
| 
								 | 
							
								  #ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  c.rgb += o.Albedo * IN.vlight;
							 | 
						||
| 
								 | 
							
								  #endif // !LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // lightmaps
							 | 
						||
| 
								 | 
							
								  #ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								    #if DIRLIGHTMAP_COMBINED
							 | 
						||
| 
								 | 
							
								      // directional lightmaps
							 | 
						||
| 
								 | 
							
								      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
							 | 
						||
| 
								 | 
							
								    #else
							 | 
						||
| 
								 | 
							
								      // single lightmap
							 | 
						||
| 
								 | 
							
								      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
							 | 
						||
| 
								 | 
							
								      fixed3 lm = DecodeLightmap (lmtex);
							 | 
						||
| 
								 | 
							
								    #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  #endif // LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  #ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    c.a = o.Alpha;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  #ifdef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  #endif // LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- end of surface shader generated code
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#LINE 82
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Pass to render object as a shadow caster
							 | 
						||
| 
								 | 
							
								    Pass {
							 | 
						||
| 
								 | 
							
								        Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
								        Tags { "LightMode" = "ShadowCaster" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        CGPROGRAM
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #pragma vertex vert_surf
							 | 
						||
| 
								 | 
							
								        #pragma fragment frag_surf
							 | 
						||
| 
								 | 
							
								        #pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								        #include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								        #include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								        #include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								        #define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								#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
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        #include "UnityBuiltin3xTreeLibrary.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        sampler2D _MainTex;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        struct Input {
							 | 
						||
| 
								 | 
							
								            float2 uv_MainTex;
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        struct v2f_surf {
							 | 
						||
| 
								 | 
							
								            V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								            float2 hip_pack0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								            UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								        };
							 | 
						||
| 
								 | 
							
								        float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								        v2f_surf vert_surf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								            v2f_surf o;
							 | 
						||
| 
								 | 
							
								            UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								            TreeVertLeaf (v);
							 | 
						||
| 
								 | 
							
								            o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								            TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								            return o;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        fixed _Cutoff;
							 | 
						||
| 
								 | 
							
								        float4 frag_surf (v2f_surf IN) : SV_Target {
							 | 
						||
| 
								 | 
							
								            half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
							 | 
						||
| 
								 | 
							
								            clip (alpha - _Cutoff);
							 | 
						||
| 
								 | 
							
								            SHADOW_CASTER_FRAGMENT(IN)
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
									
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Leaves Rendertex"
							 | 
						||
| 
								 | 
							
								CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
							 | 
						||
| 
								 | 
							
								}
							 |