1977 lines
		
	
	
		
			63 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			1977 lines
		
	
	
		
			63 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/SpeedTree8"
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								{
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								    Properties
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								    {
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								        [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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								        _MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
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								        _Color ("Color", Color) = (1,1,1,1)
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								        [Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
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								        _HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)
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								        [Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
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								        _BumpMap ("Normalmap", 2D) = "bump" {}
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								        _ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
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								        _Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
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								        _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
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								        [Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
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								        _SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
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								        _SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
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								        _SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25
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								        [Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
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								        _BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5
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								        [Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
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								        [KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0
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								    }
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								    SubShader
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								    {
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								        Tags
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								        {
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								            "Queue"="AlphaTest"
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								            "IgnoreProjector"="True"
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								            "RenderType"="Curved World_TransparentCutout"
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								            "DisableBatching"="LODFading"
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								        }
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								        LOD 400
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								        Cull [_TwoSided]
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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_SpeedTreeSurf
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								#pragma fragment frag_SpeedTreeSurf
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								#pragma target 3.0 LOD_FADE_CROSSFADE
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								#pragma target 3.0
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								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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								#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
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								#pragma instancing_options assumeuniformscaling maxcount:50
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								#pragma multi_compile_instancing
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								#pragma multi_compile_fog
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								#pragma multi_compile_fwdbase
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								#include "HLSLSupport.cginc"
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								#define UNITY_ASSUME_UNIFORM_SCALING
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								#define UNITY_MAX_INSTANCE_COUNT 50
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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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								#include "UnityCG.cginc"
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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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								            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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								            #pragma shader_feature_local EFFECT_BILLBOARD
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								            #pragma shader_feature_local EFFECT_HUE_VARIATION
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								            #pragma shader_feature_local EFFECT_SUBSURFACE
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								            #pragma shader_feature_local EFFECT_BUMP
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								            #pragma shader_feature_local EFFECT_EXTRA_TEX
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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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								#include "../../Core/CurvedWorldTransform.cginc"
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								            #define ENABLE_WIND
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								            #define EFFECT_BACKSIDE_NORMALS
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								            #include "SpeedTree8Common.cginc"
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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_SpeedTreeSurf {
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								  UNITY_POSITION(pos);
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								  half2 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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								  #if SHADER_TARGET >= 30
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								  float4 lmap : TEXCOORD7;
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								  #endif
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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_SpeedTreeSurf {
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								  UNITY_POSITION(pos);
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								  half2 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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								  #if SHADER_TARGET >= 30
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								  float4 lmap : TEXCOORD7;
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								  #endif
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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_SpeedTreeSurf {
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								  UNITY_POSITION(pos);
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								  half2 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_SpeedTreeSurf {
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								  UNITY_POSITION(pos);
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								  half2 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
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								  UNITY_SETUP_INSTANCE_ID(v);
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								  v2f_SpeedTreeSurf o;
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								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,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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								  SpeedTreeVert (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 DYNAMICLIGHTMAP_ON
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								  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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								  #endif
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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,
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								          unity_4LightAtten0, worldPos, worldNormal);
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								      #endif
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								      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
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								    #endif
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								  #endif // !LIGHTMAP_ON
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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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								  #ifdef FOG_COMBINED_WITH_TSPACE
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								 | 
							
								    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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.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;
							 | 
						||
| 
								 | 
							
								  #if UNITY_VFACE_FLIPPED
							 | 
						||
| 
								 | 
							
								     vface = -vface;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.facing = vface;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 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
							 | 
						||
| 
								 | 
							
								  LightingSpeedTreeSubsurface_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  c += LightingSpeedTreeSubsurface (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- forward rendering additive lights pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "FORWARD"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ForwardAdd" }
							 | 
						||
| 
								 | 
							
										ZWrite Off Blend One One
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma target 3.0 LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma target 3.0
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma instancing_options assumeuniformscaling maxcount:50
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma skip_variants INSTANCING_ON
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdadd
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_ASSUME_UNIFORM_SCALING
							 | 
						||
| 
								 | 
							
								#define UNITY_MAX_INSTANCE_COUNT 50
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#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))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_HUE_VARIATION
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_SUBSURFACE
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BUMP
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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 "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #define ENABLE_WIND
							 | 
						||
| 
								 | 
							
								            #define EFFECT_BACKSIDE_NORMALS
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float3 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(5,6)
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(7)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (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 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
							 | 
						||
| 
								 | 
							
								  o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
							 | 
						||
| 
								 | 
							
								  o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #if UNITY_VFACE_FLIPPED
							 | 
						||
| 
								 | 
							
								     vface = -vface;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.facing = vface;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
							 | 
						||
| 
								 | 
							
								  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;
							 | 
						||
| 
								 | 
							
								  gi.light.color *= atten;
							 | 
						||
| 
								 | 
							
								  c += LightingSpeedTreeSubsurface (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  c.a = 0.0;
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- deferred shading pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "DEFERRED"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "Deferred" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma target 3.0 LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma target 3.0
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma instancing_options assumeuniformscaling maxcount:50
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma exclude_renderers nomrt
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_prepassfinal
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_ASSUME_UNIFORM_SCALING
							 | 
						||
| 
								 | 
							
								#define UNITY_MAX_INSTANCE_COUNT 50
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#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))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_HUE_VARIATION
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_SUBSURFACE
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BUMP
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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 "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #define ENABLE_WIND
							 | 
						||
| 
								 | 
							
								            #define EFFECT_BACKSIDE_NORMALS
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								#ifndef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								  float3 viewDir : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD5;
							 | 
						||
| 
								 | 
							
								#ifndef LIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
							 | 
						||
| 
								 | 
							
								    half3 sh : TEXCOORD6; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								    float4 lmapFadePos : TEXCOORD6;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (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);
							 | 
						||
| 
								 | 
							
								  float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
							 | 
						||
| 
								 | 
							
								  #ifndef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								  o.viewDir.x = dot(viewDirForLight, worldTangent);
							 | 
						||
| 
								 | 
							
								  o.viewDir.y = dot(viewDirForLight, worldBinormal);
							 | 
						||
| 
								 | 
							
								  o.viewDir.z = dot(viewDirForLight, worldNormal);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								#ifdef DYNAMICLIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = 0;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE,
							 | 
						||
| 
								 | 
							
								    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.facing.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;
							 | 
						||
| 
								 | 
							
								  #if UNITY_VFACE_FLIPPED
							 | 
						||
| 
								 | 
							
								     vface = -vface;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.facing = vface;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
							 | 
						||
| 
								 | 
							
								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
							 | 
						||
| 
								 | 
							
								  LightingSpeedTreeSubsurface_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call lighting function to output g-buffer
							 | 
						||
| 
								 | 
							
								  outEmission = LightingSpeedTreeSubsurface_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
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- shadow caster pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ShadowCaster" }
							 | 
						||
| 
								 | 
							
										ZWrite On ZTest LEqual
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma target 3.0 LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma target 3.0
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma instancing_options assumeuniformscaling maxcount:50
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_ASSUME_UNIFORM_SCALING
							 | 
						||
| 
								 | 
							
								#define UNITY_MAX_INSTANCE_COUNT 50
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_HUE_VARIATION
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_SUBSURFACE
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BUMP
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#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 "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #define ENABLE_WIND
							 | 
						||
| 
								 | 
							
								            #define EFFECT_BACKSIDE_NORMALS
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD1; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (v);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
							 | 
						||
| 
								 | 
							
								  surfIN.facing.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
							 | 
						||
| 
								 | 
							
								  SHADOW_CASTER_FRAGMENT(IN)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- meta information extraction pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "Meta"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "Meta" }
							 | 
						||
| 
								 | 
							
										Cull Off
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma target 3.0 LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma target 3.0
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
							 | 
						||
| 
								 | 
							
								#pragma instancing_options assumeuniformscaling maxcount:50
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_instancing
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma shader_feature EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_ASSUME_UNIFORM_SCALING
							 | 
						||
| 
								 | 
							
								#define UNITY_MAX_INSTANCE_COUNT 50
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#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))
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_HUE_VARIATION
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_SUBSURFACE
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BUMP
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #define ENABLE_WIND
							 | 
						||
| 
								 | 
							
								            #define EFFECT_BACKSIDE_NORMALS
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								#include "UnityMetaPass.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float4 tSpace0 : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 tSpace1 : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 tSpace2 : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  float2 vizUV : TEXCOORD4;
							 | 
						||
| 
								 | 
							
								  float4 lightCoord : TEXCOORD5;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (v);
							 | 
						||
| 
								 | 
							
								  o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  o.vizUV = 0;
							 | 
						||
| 
								 | 
							
								  o.lightCoord = 0;
							 | 
						||
| 
								 | 
							
								  if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
							 | 
						||
| 
								 | 
							
								    o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
							 | 
						||
| 
								 | 
							
								  else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
							 | 
						||
| 
								 | 
							
								  {
							 | 
						||
| 
								 | 
							
								    o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								    o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  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;
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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.facing.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
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
							 | 
						||
| 
								 | 
							
								  UnityMetaInput metaIN;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
							 | 
						||
| 
								 | 
							
								  metaIN.Albedo = o.Albedo;
							 | 
						||
| 
								 | 
							
								  metaIN.Emission = o.Emission;
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  metaIN.VizUV = IN.vizUV;
							 | 
						||
| 
								 | 
							
								  metaIN.LightCoord = IN.lightCoord;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  return UnityMetaFragment(metaIN);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // targeting SM2.0: Many effects are disabled for fewer instructions
							 | 
						||
| 
								 | 
							
								    SubShader
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        Tags
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            "Queue"="AlphaTest"
							 | 
						||
| 
								 | 
							
								            "IgnoreProjector"="True"
							 | 
						||
| 
								 | 
							
								            "RenderType"="TransparentCutout"
							 | 
						||
| 
								 | 
							
								            "DisableBatching"="LODFading"
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        LOD 400
							 | 
						||
| 
								 | 
							
								        Cull [_TwoSided]
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
									// ------------------------------------------------------------
							 | 
						||
| 
								 | 
							
									// Surface shader code generated out of a CGPROGRAM block:
							 | 
						||
| 
								 | 
							
									
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- forward rendering base pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "FORWARD"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ForwardBase" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdbase
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityPBSLighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "AutoLight.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// 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_WORLD_POS
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								  half3 sh : TEXCOORD3; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(4,5)
							 | 
						||
| 
								 | 
							
								  #if SHADER_TARGET >= 30
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD6;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								// high-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  #if UNITY_SHOULD_SAMPLE_SH
							 | 
						||
| 
								 | 
							
								  half3 sh : TEXCOORD3; // SH
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(4)
							 | 
						||
| 
								 | 
							
								  UNITY_SHADOW_COORDS(5)
							 | 
						||
| 
								 | 
							
								  #if SHADER_TARGET >= 30
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD6;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  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_WORLD_POS
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float4 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(4,5)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								// high-precision fragment shader registers:
							 | 
						||
| 
								 | 
							
								#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  float4 lmap : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(4)
							 | 
						||
| 
								 | 
							
								  UNITY_SHADOW_COORDS(5)
							 | 
						||
| 
								 | 
							
								  #ifdef DIRLIGHTMAP_COMBINED
							 | 
						||
| 
								 | 
							
								  float3 tSpace0 : TEXCOORD6;
							 | 
						||
| 
								 | 
							
								  float3 tSpace1 : TEXCOORD7;
							 | 
						||
| 
								 | 
							
								  float3 tSpace2 : TEXCOORD8;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (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);
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
							 | 
						||
| 
								 | 
							
								  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
							 | 
						||
| 
								 | 
							
								  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
							 | 
						||
| 
								 | 
							
								  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
							 | 
						||
| 
								 | 
							
								  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);
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.worldNormal = worldNormal;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								  #ifdef DYNAMICLIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  #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_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #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
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								  normalWorldVertex = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // compute lighting & shadowing factor
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 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
							 | 
						||
| 
								 | 
							
								  LightingStandard_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // realtime lighting: call lighting function
							 | 
						||
| 
								 | 
							
								  c += LightingStandard (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- forward rendering additive lights pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "FORWARD"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ForwardAdd" }
							 | 
						||
| 
								 | 
							
										ZWrite Off Blend One One
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fog
							 | 
						||
| 
								 | 
							
								#pragma skip_variants INSTANCING_ON
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_fwdadd
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityPBSLighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "AutoLight.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHTING_COORDS(3,4)
							 | 
						||
| 
								 | 
							
								  UNITY_FOG_COORDS(5)
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (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);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.worldNormal = worldNormal;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #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
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								  normalWorldVertex = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
							 | 
						||
| 
								 | 
							
								  fixed4 c = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // 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;
							 | 
						||
| 
								 | 
							
								  gi.light.color *= atten;
							 | 
						||
| 
								 | 
							
								  c += LightingStandard (o, worldViewDir, gi);
							 | 
						||
| 
								 | 
							
								  c.a = 0.0;
							 | 
						||
| 
								 | 
							
								  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
							 | 
						||
| 
								 | 
							
								  UNITY_OPAQUE_ALPHA(c.a);
							 | 
						||
| 
								 | 
							
								  return c;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- deferred shading pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "DEFERRED"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "Deferred" }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
							 | 
						||
| 
								 | 
							
								#pragma exclude_renderers nomrt
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_prepassfinal
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityPBSLighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldNormal : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								#ifndef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								  float3 viewDir : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (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);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.worldNormal = worldNormal;
							 | 
						||
| 
								 | 
							
								  float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
							 | 
						||
| 
								 | 
							
								  #ifndef DIRLIGHTMAP_OFF
							 | 
						||
| 
								 | 
							
								  o.viewDir = viewDirForLight;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								#ifdef DYNAMICLIGHTMAP_ON
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
							 | 
						||
| 
								 | 
							
								#else
							 | 
						||
| 
								 | 
							
								  o.lmap.zw = 0;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								#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_SpeedTreeSurf (v2f_SpeedTreeSurf 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
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.color.x = 1.0;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #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
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								  o.Normal = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								  normalWorldVertex = IN.worldNormal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								fixed3 originalNormal = o.Normal;
							 | 
						||
| 
								 | 
							
								  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
							 | 
						||
| 
								 | 
							
								  LightingStandard_GI(o, giInput, gi);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call lighting function to output g-buffer
							 | 
						||
| 
								 | 
							
								  outEmission = LightingStandard_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
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- shadow caster pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "ShadowCaster"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "ShadowCaster" }
							 | 
						||
| 
								 | 
							
										ZWrite On ZTest LEqual
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_shadowcaster
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityPBSLighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  V2F_SHADOW_CASTER;
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD1; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (v);
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  SHADOW_CASTER_FRAGMENT(IN)
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// ---- meta information extraction pass:
							 | 
						||
| 
								 | 
							
									Pass {
							 | 
						||
| 
								 | 
							
										Name "Meta"
							 | 
						||
| 
								 | 
							
										Tags { "LightMode" = "Meta" }
							 | 
						||
| 
								 | 
							
										Cull Off
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								CGPROGRAM
							 | 
						||
| 
								 | 
							
								// compile directives
							 | 
						||
| 
								 | 
							
								#pragma vertex vert_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma fragment frag_SpeedTreeSurf
							 | 
						||
| 
								 | 
							
								#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
							 | 
						||
| 
								 | 
							
								#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
							 | 
						||
| 
								 | 
							
								#pragma shader_feature EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "HLSLSupport.cginc"
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LOD_FADE
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_SH
							 | 
						||
| 
								 | 
							
								#define UNITY_INSTANCED_LIGHTMAPSTS
							 | 
						||
| 
								 | 
							
								#include "UnityShaderVariables.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityShaderUtilities.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#include "UnityCG.cginc"
							 | 
						||
| 
								 | 
							
								#include "Lighting.cginc"
							 | 
						||
| 
								 | 
							
								#include "UnityPBSLighting.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define INTERNAL_DATA
							 | 
						||
| 
								 | 
							
								#define WorldReflectionVector(data,normal) data.worldRefl
							 | 
						||
| 
								 | 
							
								#define WorldNormalVector(data,normal) normal
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_BILLBOARD
							 | 
						||
| 
								 | 
							
								            #pragma shader_feature_local EFFECT_EXTRA_TEX
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
							 | 
						||
| 
								 | 
							
								#define CURVEDWORLD_BEND_ID_1
							 | 
						||
| 
								 | 
							
								#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
							 | 
						||
| 
								 | 
							
								#include "../../Core/CurvedWorldTransform.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            #include "SpeedTree8Common.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								#include "UnityMetaPass.cginc"
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex-to-fragment interpolation data
							 | 
						||
| 
								 | 
							
								struct v2f_SpeedTreeSurf {
							 | 
						||
| 
								 | 
							
								  UNITY_POSITION(pos);
							 | 
						||
| 
								 | 
							
								  half2 pack0 : TEXCOORD0; // _MainTex
							 | 
						||
| 
								 | 
							
								  float3 worldPos : TEXCOORD1;
							 | 
						||
| 
								 | 
							
								  fixed4 color : COLOR0;
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  float2 vizUV : TEXCOORD2;
							 | 
						||
| 
								 | 
							
								  float4 lightCoord : TEXCOORD3;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_INPUT_INSTANCE_ID
							 | 
						||
| 
								 | 
							
								  UNITY_VERTEX_OUTPUT_STEREO
							 | 
						||
| 
								 | 
							
								};
							 | 
						||
| 
								 | 
							
								float4 _MainTex_ST;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// vertex shader
							 | 
						||
| 
								 | 
							
								v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
							 | 
						||
| 
								 | 
							
								  UNITY_SETUP_INSTANCE_ID(v);
							 | 
						||
| 
								 | 
							
								  v2f_SpeedTreeSurf o;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
							 | 
						||
| 
								 | 
							
								  UNITY_TRANSFER_INSTANCE_ID(v,o);
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
							 | 
						||
| 
								 | 
							
								  SpeedTreeVert (v);
							 | 
						||
| 
								 | 
							
								  o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  o.vizUV = 0;
							 | 
						||
| 
								 | 
							
								  o.lightCoord = 0;
							 | 
						||
| 
								 | 
							
								  if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
							 | 
						||
| 
								 | 
							
								    o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
							 | 
						||
| 
								 | 
							
								  else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
							 | 
						||
| 
								 | 
							
								  {
							 | 
						||
| 
								 | 
							
								    o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
							 | 
						||
| 
								 | 
							
								    o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
							 | 
						||
| 
								 | 
							
								  }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
							 | 
						||
| 
								 | 
							
								  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
							 | 
						||
| 
								 | 
							
								  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
							 | 
						||
| 
								 | 
							
								  o.worldPos.xyz = worldPos;
							 | 
						||
| 
								 | 
							
								  o.color = v.color;
							 | 
						||
| 
								 | 
							
								  return o;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// fragment shader
							 | 
						||
| 
								 | 
							
								fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
							 | 
						||
| 
								 | 
							
								  surfIN.uv_MainTex = IN.pack0.xy;
							 | 
						||
| 
								 | 
							
								  float3 worldPos = IN.worldPos.xyz;
							 | 
						||
| 
								 | 
							
								  #ifndef USING_DIRECTIONAL_LIGHT
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  surfIN.color = IN.color;
							 | 
						||
| 
								 | 
							
								  #ifdef UNITY_COMPILER_HLSL
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
							 | 
						||
| 
								 | 
							
								  #else
							 | 
						||
| 
								 | 
							
								  SurfaceOutputStandard o;
							 | 
						||
| 
								 | 
							
								  #endif
							 | 
						||
| 
								 | 
							
								  o.Albedo = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Emission = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Alpha = 0.0;
							 | 
						||
| 
								 | 
							
								  o.Occlusion = 1.0;
							 | 
						||
| 
								 | 
							
								  fixed3 normalWorldVertex = fixed3(0,0,1);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								  // call surface function
							 | 
						||
| 
								 | 
							
								  SpeedTreeSurf (surfIN, o);
							 | 
						||
| 
								 | 
							
								  UnityMetaInput metaIN;
							 | 
						||
| 
								 | 
							
								  UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
							 | 
						||
| 
								 | 
							
								  metaIN.Albedo = o.Albedo;
							 | 
						||
| 
								 | 
							
								  metaIN.Emission = o.Emission;
							 | 
						||
| 
								 | 
							
								#ifdef EDITOR_VISUALIZATION
							 | 
						||
| 
								 | 
							
								  metaIN.VizUV = IN.vizUV;
							 | 
						||
| 
								 | 
							
								  metaIN.LightCoord = IN.lightCoord;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								  return UnityMetaFragment(metaIN);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								ENDCG
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout" 
							 | 
						||
| 
								 | 
							
								    CustomEditor "AmazingAssets.CurvedWorld.Editor.SpeedTree8ShaderGUI"
							 | 
						||
| 
								 | 
							
								}
							 |