735 lines
		
	
	
		
			23 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			735 lines
		
	
	
		
			23 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 Leaves 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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    _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
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    _Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
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    _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
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    _ShadowStrength("Shadow Strength", Range(0,1)) = 0.8
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    _ShadowOffsetScale ("Shadow Offset Scale", Float) = 1
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    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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    _ShadowTex ("Shadow (RGB)", 2D) = "white" {}
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    _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
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    _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
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    // These are here only to provide default values
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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 {
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        "IgnoreProjector"="True"
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        "RenderType"="CurvedWorld_TreeLeaf"
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    }
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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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		ColorMask RGB
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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: 'TreeVertLeaf'
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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: no
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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; // color.a = AO
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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 LeafSurfaceOutput 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.Translucency = trngls.b;
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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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    {
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        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
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    }
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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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  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
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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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  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
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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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  TreeVertLeaf (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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  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
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  o.vlight = shlight;
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  #else
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  o.vlight = 0.0;
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  #endif
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  #ifdef VERTEXLIGHT_ON
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  o.vlight += 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 // VERTEXLIGHT_ON
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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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fixed _Cutoff;
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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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  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
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  #else
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  LeafSurfaceOutput 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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  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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  // alpha test
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  clip (o.Alpha - _Cutoff);
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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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  #ifndef LIGHTMAP_ON
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  c.rgb += o.Albedo * IN.vlight;
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  #endif // !LIGHTMAP_ON
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  // lightmaps
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  #ifdef LIGHTMAP_ON
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    #if DIRLIGHTMAP_COMBINED
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      // directional lightmaps
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      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
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      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
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      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
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    #else
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      // single lightmap
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      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
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      fixed3 lm = DecodeLightmap (lmtex);
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    #endif
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  #endif // LIGHTMAP_ON
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  // realtime lighting: call lighting function
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  #ifndef LIGHTMAP_ON
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  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
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  #else
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    c.a = o.Alpha;
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  #endif
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  #ifdef LIGHTMAP_ON
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  #endif // LIGHTMAP_ON
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  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
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  return c;
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}
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#endif
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// -------- variant for: INSTANCING_ON 
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#if defined(INSTANCING_ON)
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// Surface shader code generated based on:
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// vertex modifier: 'TreeVertLeaf'
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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: no
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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;
 | 
						|
#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))
 | 
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 | 
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 | 
						|
#include "UnityBuiltin3xTreeLibrary.cginc"
 | 
						|
 | 
						|
 | 
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 | 
						|
sampler2D _MainTex;
 | 
						|
sampler2D _BumpSpecMap;
 | 
						|
sampler2D _TranslucencyMap;
 | 
						|
 | 
						|
struct Input {
 | 
						|
    float2 uv_MainTex;
 | 
						|
    fixed4 color : COLOR; // color.a = AO
 | 
						|
#if defined(BILLBOARD_FACE_CAMERA_POS)
 | 
						|
    float4 screenPos;
 | 
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#endif
 | 
						|
};
 | 
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 | 
						|
void surf (Input IN, inout LeafSurfaceOutput o) {
 | 
						|
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
 | 
						|
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;
 | 
						|
 | 
						|
    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
 | 
						|
    o.Translucency = trngls.b;
 | 
						|
    o.Gloss = trngls.a * _Color.r;
 | 
						|
    o.Alpha = c.a;
 | 
						|
#if defined(BILLBOARD_FACE_CAMERA_POS)
 | 
						|
    float coverage = 1.0;
 | 
						|
    if (_TreeInstanceColor.a < 1.0)
 | 
						|
    {
 | 
						|
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
 | 
						|
    }
 | 
						|
    o.Alpha *= coverage;
 | 
						|
#endif
 | 
						|
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
 | 
						|
    o.Specular = norspc.r;
 | 
						|
    o.Normal = UnpackNormalDXT5nm(norspc);
 | 
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}
 | 
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 | 
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 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
// no lightmaps:
 | 
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#ifndef LIGHTMAP_ON
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// half-precision fragment shader registers:
 | 
						|
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
#define FOG_COMBINED_WITH_TSPACE
 | 
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struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float2 pack0 : TEXCOORD0; // _MainTex
 | 
						|
  float4 tSpace0 : TEXCOORD1;
 | 
						|
  float4 tSpace1 : TEXCOORD2;
 | 
						|
  float4 tSpace2 : TEXCOORD3;
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
 | 
						|
  UNITY_LIGHTING_COORDS(5,6)
 | 
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  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
// high-precision fragment shader registers:
 | 
						|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float2 pack0 : TEXCOORD0; // _MainTex
 | 
						|
  float4 tSpace0 : TEXCOORD1;
 | 
						|
  float4 tSpace1 : TEXCOORD2;
 | 
						|
  float4 tSpace2 : TEXCOORD3;
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  fixed3 vlight : TEXCOORD4; // ambient/SH/vertexlights
 | 
						|
  UNITY_FOG_COORDS(5)
 | 
						|
  UNITY_SHADOW_COORDS(6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
#endif
 | 
						|
// with lightmaps:
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
// half-precision fragment shader registers:
 | 
						|
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
#define FOG_COMBINED_WITH_TSPACE
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float2 pack0 : TEXCOORD0; // _MainTex
 | 
						|
  float4 tSpace0 : TEXCOORD1;
 | 
						|
  float4 tSpace1 : TEXCOORD2;
 | 
						|
  float4 tSpace2 : TEXCOORD3;
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  float4 lmap : TEXCOORD4;
 | 
						|
  UNITY_LIGHTING_COORDS(5,6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
// high-precision fragment shader registers:
 | 
						|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float2 pack0 : TEXCOORD0; // _MainTex
 | 
						|
  float4 tSpace0 : TEXCOORD1;
 | 
						|
  float4 tSpace1 : TEXCOORD2;
 | 
						|
  float4 tSpace2 : TEXCOORD3;
 | 
						|
  fixed4 color : COLOR0;
 | 
						|
  float4 lmap : TEXCOORD4;
 | 
						|
  UNITY_FOG_COORDS(5)
 | 
						|
  UNITY_SHADOW_COORDS(6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
#endif
 | 
						|
float4 _MainTex_ST;
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (appdata_full v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  TreeVertLeaf (v);
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
 | 
						|
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
 | 
						|
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
 | 
						|
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
 | 
						|
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
 | 
						|
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
 | 
						|
  o.color = v.color;
 | 
						|
  #ifdef LIGHTMAP_ON
 | 
						|
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 | 
						|
  #endif
 | 
						|
 | 
						|
  // SH/ambient and vertex lights
 | 
						|
  #ifndef LIGHTMAP_ON
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
  float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
 | 
						|
  o.vlight = shlight;
 | 
						|
  #else
 | 
						|
  o.vlight = 0.0;
 | 
						|
  #endif
 | 
						|
  #ifdef VERTEXLIGHT_ON
 | 
						|
  o.vlight += Shade4PointLights (
 | 
						|
    unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
 | 
						|
    unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
 | 
						|
    unity_4LightAtten0, worldPos, worldNormal );
 | 
						|
  #endif // VERTEXLIGHT_ON
 | 
						|
  #endif // !LIGHTMAP_ON
 | 
						|
 | 
						|
  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #else
 | 
						|
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #endif
 | 
						|
  return o;
 | 
						|
}
 | 
						|
fixed _Cutoff;
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_RECONSTRUCT_TBN(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_TBN(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.uv_MainTex.x = 1.0;
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.uv_MainTex = IN.pack0.xy;
 | 
						|
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
 | 
						|
  surfIN.color = IN.color;
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  LeafSurfaceOutput o = (LeafSurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  LeafSurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = fixed3(0,0,1);
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
 | 
						|
  // alpha test
 | 
						|
  clip (o.Alpha - _Cutoff);
 | 
						|
 | 
						|
  // compute lighting & shadowing factor
 | 
						|
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
 | 
						|
  fixed4 c = 0;
 | 
						|
  float3 worldN;
 | 
						|
  worldN.x = dot(_unity_tbn_0, o.Normal);
 | 
						|
  worldN.y = dot(_unity_tbn_1, o.Normal);
 | 
						|
  worldN.z = dot(_unity_tbn_2, o.Normal);
 | 
						|
  worldN = normalize(worldN);
 | 
						|
  o.Normal = worldN;
 | 
						|
  #ifndef LIGHTMAP_ON
 | 
						|
  c.rgb += o.Albedo * IN.vlight;
 | 
						|
  #endif // !LIGHTMAP_ON
 | 
						|
 | 
						|
  // lightmaps
 | 
						|
  #ifdef LIGHTMAP_ON
 | 
						|
    #if DIRLIGHTMAP_COMBINED
 | 
						|
      // directional lightmaps
 | 
						|
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
 | 
						|
      fixed4 lmIndTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, IN.lmap.xy);
 | 
						|
      half3 lm = DecodeDirectionalLightmap (DecodeLightmap(lmtex), lmIndTex, o.Normal);
 | 
						|
    #else
 | 
						|
      // single lightmap
 | 
						|
      fixed4 lmtex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.lmap.xy);
 | 
						|
      fixed3 lm = DecodeLightmap (lmtex);
 | 
						|
    #endif
 | 
						|
 | 
						|
  #endif // LIGHTMAP_ON
 | 
						|
 | 
						|
 | 
						|
  // realtime lighting: call lighting function
 | 
						|
  #ifndef LIGHTMAP_ON
 | 
						|
  c += LightingTreeLeaf (o, lightDir, worldViewDir, atten);
 | 
						|
  #else
 | 
						|
    c.a = o.Alpha;
 | 
						|
  #endif
 | 
						|
 | 
						|
  #ifdef LIGHTMAP_ON
 | 
						|
  #endif // LIGHTMAP_ON
 | 
						|
 | 
						|
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
 | 
						|
  return c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
	// ---- end of surface shader generated code
 | 
						|
 | 
						|
#LINE 82
 | 
						|
 | 
						|
 | 
						|
    // Pass to render object as a shadow caster
 | 
						|
    Pass {
 | 
						|
        Name "ShadowCaster"
 | 
						|
        Tags { "LightMode" = "ShadowCaster" }
 | 
						|
 | 
						|
        CGPROGRAM
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
        #pragma vertex vert_surf
 | 
						|
        #pragma fragment frag_surf
 | 
						|
        #pragma multi_compile_shadowcaster
 | 
						|
        #include "HLSLSupport.cginc"
 | 
						|
        #include "UnityCG.cginc"
 | 
						|
        #include "Lighting.cginc"
 | 
						|
 | 
						|
        #define INTERNAL_DATA
 | 
						|
        #define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
 | 
						|
		
 | 
						|
        
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        #include "UnityBuiltin3xTreeLibrary.cginc"
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        sampler2D _MainTex;
 | 
						|
 | 
						|
        struct Input {
 | 
						|
            float2 uv_MainTex;
 | 
						|
        };
 | 
						|
 | 
						|
        struct v2f_surf {
 | 
						|
            V2F_SHADOW_CASTER;
 | 
						|
            float2 hip_pack0 : TEXCOORD1;
 | 
						|
            UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
        };
 | 
						|
        float4 _MainTex_ST;
 | 
						|
        v2f_surf vert_surf (appdata_full v) {
 | 
						|
            v2f_surf o;
 | 
						|
            UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
            UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
            TreeVertLeaf (v);
 | 
						|
            o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
 | 
						|
            TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
 | 
						|
            return o;
 | 
						|
        }
 | 
						|
        fixed _Cutoff;
 | 
						|
        float4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
            half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
 | 
						|
            clip (alpha - _Cutoff);
 | 
						|
            SHADOW_CASTER_FRAGMENT(IN)
 | 
						|
        }
 | 
						|
        ENDCG
 | 
						|
 | 
						|
 | 
						|
    }
 | 
						|
	
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Leaves Rendertex"
 | 
						|
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
 | 
						|
}
 |