// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
 
Shader "Amazing Assets/Curved World/Nature/SpeedTree Billboard"
{
    Properties
    {
        [CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
        [CurvedWorldSeparator]        _Separator("20", float) = 0


        _Color ("Main Color", Color) = (1,1,1,1)
        _HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
        _MainTex ("Base (RGB)", 2D) = "white" {}
        _BumpMap ("Normalmap", 2D) = "bump" {}
        _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
        [MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0,1)) = 0
    }

    // targeting SM3.0+
    SubShader
    {
        Tags
        {
            "Queue"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="TransparentCutout"
            "DisableBatching"="LODFading"
        }
        LOD 400

        
	// ------------------------------------------------------------
	// 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
#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 "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 EFFECT_BUMP
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #define ENABLE_WIND


#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"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float4 tSpace0 : TEXCOORD0;
  float4 tSpace1 : TEXCOORD1;
  float4 tSpace2 : TEXCOORD2;
  half4 custompack0 : TEXCOORD3; // color
  half3 custompack1 : TEXCOORD4; // interpolator1
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD5; // SH
  #endif
  UNITY_LIGHTING_COORDS(6,7)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float4 tSpace0 : TEXCOORD0;
  float4 tSpace1 : TEXCOORD1;
  float4 tSpace2 : TEXCOORD2;
  half4 custompack0 : TEXCOORD3; // color
  half3 custompack1 : TEXCOORD4; // interpolator1
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD5; // SH
  #endif
  UNITY_FOG_COORDS(6)
  UNITY_SHADOW_COORDS(7)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float4 tSpace0 : TEXCOORD0;
  float4 tSpace1 : TEXCOORD1;
  float4 tSpace2 : TEXCOORD2;
  half4 custompack0 : TEXCOORD3; // color
  half3 custompack1 : TEXCOORD4; // interpolator1
  float4 lmap : TEXCOORD5;
  UNITY_LIGHTING_COORDS(6,7)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float4 tSpace0 : TEXCOORD0;
  float4 tSpace1 : TEXCOORD1;
  float4 tSpace2 : TEXCOORD2;
  half4 custompack0 : TEXCOORD3; // color
  half3 custompack1 : TEXCOORD4; // interpolator1
  float4 lmap : TEXCOORD5;
  UNITY_FOG_COORDS(6)
  UNITY_SHADOW_COORDS(7)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  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);
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      // Approximated illumination from non-important point lights
      #ifdef VERTEXLIGHT_ON
        o.sh += Shade4PointLights (
          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
          unity_4LightAtten0, worldPos, worldNormal);
      #endif
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  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
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  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.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
  LightingLambert_GI(o, giInput, gi);

  // realtime lighting: call lighting function
  c += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
#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 "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 EFFECT_BUMP
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #define ENABLE_WIND


#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"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 tSpace0 : TEXCOORD0;
  float3 tSpace1 : TEXCOORD1;
  float3 tSpace2 : TEXCOORD2;
  float3 worldPos : TEXCOORD3;
  half4 custompack0 : TEXCOORD4; // color
  half3 custompack1 : TEXCOORD5; // interpolator1
  UNITY_LIGHTING_COORDS(6,7)
  UNITY_FOG_COORDS(8)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  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;

  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_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (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 += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
#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"

#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 EFFECT_BUMP
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #define ENABLE_WIND


#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"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float4 tSpace0 : TEXCOORD0;
  float4 tSpace1 : TEXCOORD1;
  float4 tSpace2 : TEXCOORD2;
  half4 custompack0 : TEXCOORD3; // color
  half3 custompack1 : TEXCOORD4; // interpolator1
  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
};

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  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.lmap.zw = 0;
#ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #ifdef DIRLIGHTMAP_OFF
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
  #endif
#else
  o.lmap.xy = 0;
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
#endif
  return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;

// fragment shader
void frag_surf (v2f_surf IN,
    out half4 outGBuffer0 : SV_Target0,
    out half4 outGBuffer1 : SV_Target1,
    out half4 outGBuffer2 : SV_Target2,
    out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    , out half4 outShadowMask : SV_Target4
#endif
) {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  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
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  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.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
  LightingLambert_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingLambert_Deferred (o, 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_surf
#pragma fragment frag_surf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster nodynlightmap nodirlightmap
#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"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal


            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #define ENABLE_WIND


#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"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
struct v2f_surf {
  V2F_SHADOW_CASTER;
  float3 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
  SHADOW_CASTER_FRAGMENT(IN)
}



ENDCG

}



        Pass
        {
            Tags { "LightMode" = "Vertex" }

            CGPROGRAM
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

                #pragma vertex vert
                #pragma fragment frag
                #pragma target 3.0
                #pragma multi_compile_fog
                #pragma multi_compile __ LOD_FADE_CROSSFADE
                #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
                #pragma shader_feature_local EFFECT_HUE_VARIATION
                #define ENABLE_WIND


#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"


                #include "SpeedTreeBillboardCommon.cginc"

                struct v2f
                {
                    UNITY_POSITION(vertex);
                    UNITY_FOG_COORDS(0)
                    Input data      : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };

                v2f vert(SpeedTreeBillboardData v)
                {
                    v2f o;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                    SpeedTreeBillboardVert(v, o.data);

                    o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }

                fixed4 frag(v2f i) : SV_Target
                {
                    SpeedTreeFragOut o;
                    SpeedTreeFrag(i.data, o);
                    UNITY_APPLY_DITHER_CROSSFADE(i.vertex.xy);
                    fixed4 c = fixed4(o.Albedo, o.Alpha);
                    UNITY_APPLY_FOG(i.fogCoord, c);
                    return c;
                }
            ENDCG
        }
     }


    //targeting SM2.0: Hue variation and Camera-facing billboard are turned off for less instructions
    SubShader
    {
        Tags
        {
            "Queue"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="TransparentCutout"
        }
        LOD 400

        
	// ------------------------------------------------------------
	// 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_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
#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 "AutoLight.cginc"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// 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_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float4 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float3 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_WORLD_POS
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float4 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  float4 lmap : TEXCOORD4;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float3 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  float4 lmap : TEXCOORD4;
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  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;
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      // Approximated illumination from non-important point lights
      #ifdef VERTEXLIGHT_ON
        o.sh += Shade4PointLights (
          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
          unity_4LightAtten0, worldPos, worldNormal);
      #endif
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

  // call surface function
  surf (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.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
  LightingLambert_GI(o, giInput, gi);

  // realtime lighting: call lighting function
  c += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
#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 "AutoLight.cginc"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float3 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  UNITY_LIGHTING_COORDS(4,5)
  UNITY_FOG_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  o.worldNormal = worldNormal;

  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_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

  // call surface function
  surf (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 += LightingLambert (o, 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_surf
#pragma fragment frag_surf
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
#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"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTreeBillboardCommon.cginc"

            void surf(Input IN, inout SurfaceOutput OUT)
            {
                SpeedTreeFragOut o;
                SpeedTreeFrag(IN, o);
                SPEEDTREE_COPY_FRAG(OUT, o)
            }
        

// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float3 worldNormal : TEXCOORD0;
  float3 worldPos : TEXCOORD1;
  half4 custompack0 : TEXCOORD2; // color
  half3 custompack1 : TEXCOORD3; // interpolator1
  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
};

// vertex shader
v2f_surf vert_surf (SpeedTreeBillboardData v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  Input customInputData;
  SpeedTreeBillboardVert (v, customInputData);
  o.custompack0.xyzw = customInputData.color;
  o.custompack1.xyz = customInputData.interpolator1;
  o.pos = UnityObjectToClipPos(v.vertex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  o.worldNormal = worldNormal;
  o.lmap.zw = 0;
#ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #ifdef DIRLIGHTMAP_OFF
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
  #endif
#else
  o.lmap.xy = 0;
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
#endif
  return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;

// fragment shader
void frag_surf (v2f_surf IN,
    out half4 outGBuffer0 : SV_Target0,
    out half4 outGBuffer1 : SV_Target1,
    out half4 outGBuffer2 : SV_Target2,
    out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    , out half4 outShadowMask : SV_Target4
#endif
) {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.color.x = 1.0;
  surfIN.interpolator1.x = 1.0;
  surfIN.color = IN.custompack0.xyzw;
  surfIN.interpolator1 = IN.custompack1.xyz;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

  // call surface function
  surf (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.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
  LightingLambert_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingLambert_Deferred (o, 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

}


        Pass
        {
            Tags { "LightMode" = "Vertex" }

            CGPROGRAM
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

                #pragma vertex vert
                #pragma fragment frag
                #pragma multi_compile_fog


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


                #include "SpeedTreeBillboardCommon.cginc"

                struct v2f
                {
                    UNITY_POSITION(vertex);
                    UNITY_FOG_COORDS(0)
                    Input data      : TEXCOORD1;
                    UNITY_VERTEX_OUTPUT_STEREO
                };

                v2f vert(SpeedTreeBillboardData v)
                {
                    v2f o;
                    UNITY_SETUP_INSTANCE_ID(v);
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                    SpeedTreeBillboardVert(v, o.data);
                    o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
                    o.vertex = UnityObjectToClipPos(v.vertex);
                    UNITY_TRANSFER_FOG(o,o.vertex);
                    return o;
                }

                fixed4 frag(v2f i) : SV_Target
                {
                    SpeedTreeFragOut o;
                    SpeedTreeFrag(i.data, o);
                    fixed4 c = fixed4(o.Albedo, o.Alpha);
                    UNITY_APPLY_FOG(i.fogCoord, c);
                    return c;
                }
            ENDCG

        }
    }

    FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout" 
}
