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