1598 lines
		
	
	
		
			50 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			1598 lines
		
	
	
		
			50 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/SpeedTree Billboard"
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{
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    Properties
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    {
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        [CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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        [CurvedWorldSeparator]        _Separator("20", float) = 0
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        _Color ("Main Color", Color) = (1,1,1,1)
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        _HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
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        _MainTex ("Base (RGB)", 2D) = "white" {}
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        _BumpMap ("Normalmap", 2D) = "bump" {}
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        _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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        [MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0,1)) = 0
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    }
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    // targeting SM3.0+
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    SubShader
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    {
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        Tags
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        {
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            "Queue"="AlphaTest"
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            "IgnoreProjector"="True"
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            "RenderType"="TransparentCutout"
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            "DisableBatching"="LODFading"
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        }
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        LOD 400
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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 target 3.0 LOD_FADE_CROSSFADE
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#pragma target 3.0
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
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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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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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            #pragma shader_feature_local EFFECT_BUMP
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            #pragma shader_feature_local EFFECT_HUE_VARIATION
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            #define ENABLE_WIND
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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            #include "SpeedTreeBillboardCommon.cginc"
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            void surf(Input IN, inout SurfaceOutput OUT)
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            {
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                SpeedTreeFragOut o;
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                SpeedTreeFrag(IN, o);
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                SPEEDTREE_COPY_FRAG(OUT, o)
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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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  float4 tSpace0 : TEXCOORD0;
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  float4 tSpace1 : TEXCOORD1;
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  float4 tSpace2 : TEXCOORD2;
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  half4 custompack0 : TEXCOORD3; // color
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  half3 custompack1 : TEXCOORD4; // interpolator1
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  #if UNITY_SHOULD_SAMPLE_SH
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  half3 sh : TEXCOORD5; // SH
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  #endif
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  UNITY_LIGHTING_COORDS(6,7)
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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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  float4 tSpace0 : TEXCOORD0;
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  float4 tSpace1 : TEXCOORD1;
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  float4 tSpace2 : TEXCOORD2;
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  half4 custompack0 : TEXCOORD3; // color
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  half3 custompack1 : TEXCOORD4; // interpolator1
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  #if UNITY_SHOULD_SAMPLE_SH
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  half3 sh : TEXCOORD5; // SH
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  #endif
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  UNITY_FOG_COORDS(6)
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  UNITY_SHADOW_COORDS(7)
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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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  float4 tSpace0 : TEXCOORD0;
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  float4 tSpace1 : TEXCOORD1;
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  float4 tSpace2 : TEXCOORD2;
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  half4 custompack0 : TEXCOORD3; // color
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  half3 custompack1 : TEXCOORD4; // interpolator1
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  float4 lmap : TEXCOORD5;
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  UNITY_LIGHTING_COORDS(6,7)
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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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  float4 tSpace0 : TEXCOORD0;
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  float4 tSpace1 : TEXCOORD1;
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  float4 tSpace2 : TEXCOORD2;
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  half4 custompack0 : TEXCOORD3; // color
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  half3 custompack1 : TEXCOORD4; // interpolator1
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  float4 lmap : TEXCOORD5;
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  UNITY_FOG_COORDS(6)
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  UNITY_SHADOW_COORDS(7)
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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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// vertex shader
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v2f_surf vert_surf (SpeedTreeBillboardData 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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  Input customInputData;
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  SpeedTreeBillboardVert (v, customInputData);
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  o.custompack0.xyzw = customInputData.color;
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  o.custompack1.xyz = customInputData.interpolator1;
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  o.pos = UnityObjectToClipPos(v.vertex);
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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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  #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.color.x = 1.0;
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  surfIN.interpolator1.x = 1.0;
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  surfIN.color = IN.custompack0.xyzw;
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  surfIN.interpolator1 = IN.custompack1.xyz;
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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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  #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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  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
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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.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;
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  #endif
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  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
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    giInput.ambient = IN.sh;
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  #else
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    giInput.ambient.rgb = 0.0;
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  #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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  LightingLambert_GI(o, giInput, gi);
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  // realtime lighting: call lighting function
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  c += LightingLambert (o, 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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ENDCG
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}
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	// ---- forward rendering additive lights pass:
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	Pass {
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		Name "FORWARD"
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		Tags { "LightMode" = "ForwardAdd" }
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		ZWrite Off Blend One One
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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 target 3.0 LOD_FADE_CROSSFADE
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#pragma target 3.0
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#pragma skip_variants INSTANCING_ON
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#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
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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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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "AutoLight.cginc"
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 | 
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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            #pragma shader_feature_local EFFECT_BUMP
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            #pragma shader_feature_local EFFECT_HUE_VARIATION
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            #define ENABLE_WIND
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						|
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						|
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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						|
 | 
						|
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            #include "SpeedTreeBillboardCommon.cginc"
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						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
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            {
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                SpeedTreeFragOut o;
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                SpeedTreeFrag(IN, o);
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                SPEEDTREE_COPY_FRAG(OUT, o)
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            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
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						|
  UNITY_POSITION(pos);
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						|
  float3 tSpace0 : TEXCOORD0;
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						|
  float3 tSpace1 : TEXCOORD1;
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						|
  float3 tSpace2 : TEXCOORD2;
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						|
  float3 worldPos : TEXCOORD3;
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						|
  half4 custompack0 : TEXCOORD4; // color
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						|
  half3 custompack1 : TEXCOORD5; // interpolator1
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  UNITY_LIGHTING_COORDS(6,7)
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  UNITY_FOG_COORDS(8)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
 | 
						|
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
 | 
						|
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
 | 
						|
  o.tSpace0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
 | 
						|
  o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
 | 
						|
  o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
 | 
						|
  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
 | 
						|
  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_RECONSTRUCT_TBN(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_TBN(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = fixed3(0,0,1);
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
 | 
						|
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
 | 
						|
  fixed4 c = 0;
 | 
						|
  float3 worldN;
 | 
						|
  worldN.x = dot(_unity_tbn_0, o.Normal);
 | 
						|
  worldN.y = dot(_unity_tbn_1, o.Normal);
 | 
						|
  worldN.z = dot(_unity_tbn_2, o.Normal);
 | 
						|
  worldN = normalize(worldN);
 | 
						|
  o.Normal = worldN;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = _LightColor0.rgb;
 | 
						|
  gi.light.dir = lightDir;
 | 
						|
  gi.light.color *= atten;
 | 
						|
  c += LightingLambert (o, gi);
 | 
						|
  c.a = 0.0;
 | 
						|
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
 | 
						|
  UNITY_OPAQUE_ALPHA(c.a);
 | 
						|
  return c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
	// ---- deferred shading pass:
 | 
						|
	Pass {
 | 
						|
		Name "DEFERRED"
 | 
						|
		Tags { "LightMode" = "Deferred" }
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma target 3.0 LOD_FADE_CROSSFADE
 | 
						|
#pragma target 3.0
 | 
						|
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
 | 
						|
#pragma multi_compile __ LOD_FADE_CROSSFADE
 | 
						|
#pragma exclude_renderers nomrt
 | 
						|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
 | 
						|
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
 | 
						|
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
 | 
						|
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
 | 
						|
 | 
						|
            #pragma shader_feature_local EFFECT_BUMP
 | 
						|
            #pragma shader_feature_local EFFECT_HUE_VARIATION
 | 
						|
            #define ENABLE_WIND
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
            #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
 | 
						|
            {
 | 
						|
                SpeedTreeFragOut o;
 | 
						|
                SpeedTreeFrag(IN, o);
 | 
						|
                SPEEDTREE_COPY_FRAG(OUT, o)
 | 
						|
            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float4 tSpace0 : TEXCOORD0;
 | 
						|
  float4 tSpace1 : TEXCOORD1;
 | 
						|
  float4 tSpace2 : TEXCOORD2;
 | 
						|
  half4 custompack0 : TEXCOORD3; // color
 | 
						|
  half3 custompack1 : TEXCOORD4; // interpolator1
 | 
						|
  float4 lmap : TEXCOORD5;
 | 
						|
#ifndef LIGHTMAP_ON
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
    half3 sh : TEXCOORD6; // SH
 | 
						|
  #endif
 | 
						|
#else
 | 
						|
  #ifdef DIRLIGHTMAP_OFF
 | 
						|
    float4 lmapFadePos : TEXCOORD6;
 | 
						|
  #endif
 | 
						|
#endif
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
 | 
						|
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
 | 
						|
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
 | 
						|
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
 | 
						|
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
 | 
						|
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
 | 
						|
  o.lmap.zw = 0;
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 | 
						|
  #ifdef DIRLIGHTMAP_OFF
 | 
						|
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
 | 
						|
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
 | 
						|
  #endif
 | 
						|
#else
 | 
						|
  o.lmap.xy = 0;
 | 
						|
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
      o.sh = 0;
 | 
						|
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
 | 
						|
    #endif
 | 
						|
#endif
 | 
						|
  return o;
 | 
						|
}
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
float4 unity_LightmapFade;
 | 
						|
#endif
 | 
						|
fixed4 unity_Ambient;
 | 
						|
 | 
						|
// fragment shader
 | 
						|
void frag_surf (v2f_surf IN,
 | 
						|
    out half4 outGBuffer0 : SV_Target0,
 | 
						|
    out half4 outGBuffer1 : SV_Target1,
 | 
						|
    out half4 outGBuffer2 : SV_Target2,
 | 
						|
    out half4 outEmission : SV_Target3
 | 
						|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
 | 
						|
    , out half4 outShadowMask : SV_Target4
 | 
						|
#endif
 | 
						|
) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_RECONSTRUCT_TBN(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_TBN(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = fixed3(0,0,1);
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
 | 
						|
fixed3 originalNormal = o.Normal;
 | 
						|
  float3 worldN;
 | 
						|
  worldN.x = dot(_unity_tbn_0, o.Normal);
 | 
						|
  worldN.y = dot(_unity_tbn_1, o.Normal);
 | 
						|
  worldN.z = dot(_unity_tbn_2, o.Normal);
 | 
						|
  worldN = normalize(worldN);
 | 
						|
  o.Normal = worldN;
 | 
						|
  half atten = 1;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = 0;
 | 
						|
  gi.light.dir = half3(0,1,0);
 | 
						|
  // Call GI (lightmaps/SH/reflections) lighting function
 | 
						|
  UnityGIInput giInput;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
 | 
						|
  giInput.light = gi.light;
 | 
						|
  giInput.worldPos = worldPos;
 | 
						|
  giInput.atten = atten;
 | 
						|
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
 | 
						|
    giInput.lightmapUV = IN.lmap;
 | 
						|
  #else
 | 
						|
    giInput.lightmapUV = 0.0;
 | 
						|
  #endif
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
    giInput.ambient = IN.sh;
 | 
						|
  #else
 | 
						|
    giInput.ambient.rgb = 0.0;
 | 
						|
  #endif
 | 
						|
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
 | 
						|
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
 | 
						|
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
 | 
						|
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
 | 
						|
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
 | 
						|
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
 | 
						|
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
 | 
						|
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
 | 
						|
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
 | 
						|
  #endif
 | 
						|
  LightingLambert_GI(o, giInput, gi);
 | 
						|
 | 
						|
  // call lighting function to output g-buffer
 | 
						|
  outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);
 | 
						|
  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
 | 
						|
    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
 | 
						|
  #endif
 | 
						|
  #ifndef UNITY_HDR_ON
 | 
						|
  outEmission.rgb = exp2(-outEmission.rgb);
 | 
						|
  #endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
	// ---- shadow caster pass:
 | 
						|
	Pass {
 | 
						|
		Name "ShadowCaster"
 | 
						|
		Tags { "LightMode" = "ShadowCaster" }
 | 
						|
		ZWrite On ZTest LEqual
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma target 3.0 LOD_FADE_CROSSFADE
 | 
						|
#pragma target 3.0
 | 
						|
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
 | 
						|
#pragma multi_compile __ LOD_FADE_CROSSFADE
 | 
						|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
 | 
						|
#pragma multi_compile_shadowcaster nodynlightmap nodirlightmap
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA
 | 
						|
#define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
#define WorldNormalVector(data,normal) normal
 | 
						|
 | 
						|
 | 
						|
            #pragma shader_feature_local EFFECT_BUMP
 | 
						|
            #pragma shader_feature_local EFFECT_HUE_VARIATION
 | 
						|
            #define ENABLE_WIND
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
            #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
 | 
						|
            {
 | 
						|
                SpeedTreeFragOut o;
 | 
						|
                SpeedTreeFrag(IN, o);
 | 
						|
                SPEEDTREE_COPY_FRAG(OUT, o)
 | 
						|
            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
 | 
						|
  V2F_SHADOW_CASTER;
 | 
						|
  float3 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
 | 
						|
  SHADOW_CASTER_FRAGMENT(IN)
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        Pass
 | 
						|
        {
 | 
						|
            Tags { "LightMode" = "Vertex" }
 | 
						|
 | 
						|
            CGPROGRAM
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
                #pragma vertex vert
 | 
						|
                #pragma fragment frag
 | 
						|
                #pragma target 3.0
 | 
						|
                #pragma multi_compile_fog
 | 
						|
                #pragma multi_compile __ LOD_FADE_CROSSFADE
 | 
						|
                #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
 | 
						|
                #pragma shader_feature_local EFFECT_HUE_VARIATION
 | 
						|
                #define ENABLE_WIND
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
                #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
                struct v2f
 | 
						|
                {
 | 
						|
                    UNITY_POSITION(vertex);
 | 
						|
                    UNITY_FOG_COORDS(0)
 | 
						|
                    Input data      : TEXCOORD1;
 | 
						|
                    UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
                };
 | 
						|
 | 
						|
                v2f vert(SpeedTreeBillboardData v)
 | 
						|
                {
 | 
						|
                    v2f o;
 | 
						|
                    UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
                    SpeedTreeBillboardVert(v, o.data);
 | 
						|
 | 
						|
                    o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
 | 
						|
                    o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
                    UNITY_TRANSFER_FOG(o,o.vertex);
 | 
						|
                    return o;
 | 
						|
                }
 | 
						|
 | 
						|
                fixed4 frag(v2f i) : SV_Target
 | 
						|
                {
 | 
						|
                    SpeedTreeFragOut o;
 | 
						|
                    SpeedTreeFrag(i.data, o);
 | 
						|
                    UNITY_APPLY_DITHER_CROSSFADE(i.vertex.xy);
 | 
						|
                    fixed4 c = fixed4(o.Albedo, o.Alpha);
 | 
						|
                    UNITY_APPLY_FOG(i.fogCoord, c);
 | 
						|
                    return c;
 | 
						|
                }
 | 
						|
            ENDCG
 | 
						|
        }
 | 
						|
     }
 | 
						|
 | 
						|
 | 
						|
    //targeting SM2.0: Hue variation and Camera-facing billboard are turned off for less instructions
 | 
						|
    SubShader
 | 
						|
    {
 | 
						|
        Tags
 | 
						|
        {
 | 
						|
            "Queue"="AlphaTest"
 | 
						|
            "IgnoreProjector"="True"
 | 
						|
            "RenderType"="TransparentCutout"
 | 
						|
        }
 | 
						|
        LOD 400
 | 
						|
 | 
						|
        
 | 
						|
	// ------------------------------------------------------------
 | 
						|
	// Surface shader code generated out of a CGPROGRAM block:
 | 
						|
	
 | 
						|
 | 
						|
	// ---- forward rendering base pass:
 | 
						|
	Pass {
 | 
						|
		Name "FORWARD"
 | 
						|
		Tags { "LightMode" = "ForwardBase" }
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma multi_compile_fog
 | 
						|
#pragma multi_compile_fwdbase nodynlightmap nodirlightmap
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
#include "AutoLight.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA
 | 
						|
#define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
#define WorldNormalVector(data,normal) normal
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
            #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
 | 
						|
            {
 | 
						|
                SpeedTreeFragOut o;
 | 
						|
                SpeedTreeFrag(IN, o);
 | 
						|
                SPEEDTREE_COPY_FRAG(OUT, o)
 | 
						|
            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
// no lightmaps:
 | 
						|
#ifndef LIGHTMAP_ON
 | 
						|
// half-precision fragment shader registers:
 | 
						|
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
#define FOG_COMBINED_WITH_WORLD_POS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float4 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH
 | 
						|
  half3 sh : TEXCOORD4; // SH
 | 
						|
  #endif
 | 
						|
  UNITY_LIGHTING_COORDS(5,6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
// high-precision fragment shader registers:
 | 
						|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float3 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH
 | 
						|
  half3 sh : TEXCOORD4; // SH
 | 
						|
  #endif
 | 
						|
  UNITY_FOG_COORDS(5)
 | 
						|
  UNITY_SHADOW_COORDS(6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
#endif
 | 
						|
// with lightmaps:
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
// half-precision fragment shader registers:
 | 
						|
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
#define FOG_COMBINED_WITH_WORLD_POS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float4 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  float4 lmap : TEXCOORD4;
 | 
						|
  UNITY_LIGHTING_COORDS(5,6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
// high-precision fragment shader registers:
 | 
						|
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float3 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  float4 lmap : TEXCOORD4;
 | 
						|
  UNITY_FOG_COORDS(5)
 | 
						|
  UNITY_SHADOW_COORDS(6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
#endif
 | 
						|
#endif
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
 | 
						|
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
 | 
						|
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
 | 
						|
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
 | 
						|
  #endif
 | 
						|
  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
 | 
						|
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
 | 
						|
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
 | 
						|
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
 | 
						|
  #endif
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  o.worldNormal = worldNormal;
 | 
						|
  #ifdef LIGHTMAP_ON
 | 
						|
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 | 
						|
  #endif
 | 
						|
 | 
						|
  // SH/ambient and vertex lights
 | 
						|
  #ifndef LIGHTMAP_ON
 | 
						|
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
      o.sh = 0;
 | 
						|
      // Approximated illumination from non-important point lights
 | 
						|
      #ifdef VERTEXLIGHT_ON
 | 
						|
        o.sh += Shade4PointLights (
 | 
						|
          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
 | 
						|
          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
 | 
						|
          unity_4LightAtten0, worldPos, worldNormal);
 | 
						|
      #endif
 | 
						|
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
 | 
						|
    #endif
 | 
						|
  #endif // !LIGHTMAP_ON
 | 
						|
 | 
						|
  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #else
 | 
						|
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  #endif
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = IN.worldNormal;
 | 
						|
  normalWorldVertex = IN.worldNormal;
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
 | 
						|
  // compute lighting & shadowing factor
 | 
						|
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
 | 
						|
  fixed4 c = 0;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = _LightColor0.rgb;
 | 
						|
  gi.light.dir = lightDir;
 | 
						|
  // Call GI (lightmaps/SH/reflections) lighting function
 | 
						|
  UnityGIInput giInput;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
 | 
						|
  giInput.light = gi.light;
 | 
						|
  giInput.worldPos = worldPos;
 | 
						|
  giInput.atten = atten;
 | 
						|
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
 | 
						|
    giInput.lightmapUV = IN.lmap;
 | 
						|
  #else
 | 
						|
    giInput.lightmapUV = 0.0;
 | 
						|
  #endif
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
    giInput.ambient = IN.sh;
 | 
						|
  #else
 | 
						|
    giInput.ambient.rgb = 0.0;
 | 
						|
  #endif
 | 
						|
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
 | 
						|
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
 | 
						|
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
 | 
						|
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
 | 
						|
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
 | 
						|
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
 | 
						|
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
 | 
						|
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
 | 
						|
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
 | 
						|
  #endif
 | 
						|
  LightingLambert_GI(o, giInput, gi);
 | 
						|
 | 
						|
  // realtime lighting: call lighting function
 | 
						|
  c += LightingLambert (o, gi);
 | 
						|
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
 | 
						|
  UNITY_OPAQUE_ALPHA(c.a);
 | 
						|
  return c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
	// ---- forward rendering additive lights pass:
 | 
						|
	Pass {
 | 
						|
		Name "FORWARD"
 | 
						|
		Tags { "LightMode" = "ForwardAdd" }
 | 
						|
		ZWrite Off Blend One One
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma multi_compile_fog
 | 
						|
#pragma skip_variants INSTANCING_ON
 | 
						|
#pragma multi_compile_fwdadd nodynlightmap nodirlightmap
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
#include "AutoLight.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA
 | 
						|
#define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
#define WorldNormalVector(data,normal) normal
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
            #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
 | 
						|
            {
 | 
						|
                SpeedTreeFragOut o;
 | 
						|
                SpeedTreeFrag(IN, o);
 | 
						|
                SPEEDTREE_COPY_FRAG(OUT, o)
 | 
						|
            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float3 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  UNITY_LIGHTING_COORDS(4,5)
 | 
						|
  UNITY_FOG_COORDS(6)
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  o.worldNormal = worldNormal;
 | 
						|
 | 
						|
  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
 | 
						|
  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
 | 
						|
  return o;
 | 
						|
}
 | 
						|
 | 
						|
// fragment shader
 | 
						|
fixed4 frag_surf (v2f_surf IN) : SV_Target {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = IN.worldNormal;
 | 
						|
  normalWorldVertex = IN.worldNormal;
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
 | 
						|
  fixed4 c = 0;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = _LightColor0.rgb;
 | 
						|
  gi.light.dir = lightDir;
 | 
						|
  gi.light.color *= atten;
 | 
						|
  c += LightingLambert (o, gi);
 | 
						|
  c.a = 0.0;
 | 
						|
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
 | 
						|
  UNITY_OPAQUE_ALPHA(c.a);
 | 
						|
  return c;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
	// ---- deferred shading pass:
 | 
						|
	Pass {
 | 
						|
		Name "DEFERRED"
 | 
						|
		Tags { "LightMode" = "Deferred" }
 | 
						|
 | 
						|
CGPROGRAM
 | 
						|
// compile directives
 | 
						|
#pragma vertex vert_surf
 | 
						|
#pragma fragment frag_surf
 | 
						|
#pragma exclude_renderers nomrt
 | 
						|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
 | 
						|
#pragma multi_compile_prepassfinal nodynlightmap nodirlightmap
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
#include "UnityCG.cginc"
 | 
						|
#include "Lighting.cginc"
 | 
						|
 | 
						|
#define INTERNAL_DATA
 | 
						|
#define WorldReflectionVector(data,normal) data.worldRefl
 | 
						|
#define WorldNormalVector(data,normal) normal
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
            #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
            void surf(Input IN, inout SurfaceOutput OUT)
 | 
						|
            {
 | 
						|
                SpeedTreeFragOut o;
 | 
						|
                SpeedTreeFrag(IN, o);
 | 
						|
                SPEEDTREE_COPY_FRAG(OUT, o)
 | 
						|
            }
 | 
						|
        
 | 
						|
 | 
						|
// vertex-to-fragment interpolation data
 | 
						|
struct v2f_surf {
 | 
						|
  UNITY_POSITION(pos);
 | 
						|
  float3 worldNormal : TEXCOORD0;
 | 
						|
  float3 worldPos : TEXCOORD1;
 | 
						|
  half4 custompack0 : TEXCOORD2; // color
 | 
						|
  half3 custompack1 : TEXCOORD3; // interpolator1
 | 
						|
  float4 lmap : TEXCOORD4;
 | 
						|
#ifndef LIGHTMAP_ON
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
    half3 sh : TEXCOORD5; // SH
 | 
						|
  #endif
 | 
						|
#else
 | 
						|
  #ifdef DIRLIGHTMAP_OFF
 | 
						|
    float4 lmapFadePos : TEXCOORD5;
 | 
						|
  #endif
 | 
						|
#endif
 | 
						|
  UNITY_VERTEX_INPUT_INSTANCE_ID
 | 
						|
  UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
};
 | 
						|
 | 
						|
// vertex shader
 | 
						|
v2f_surf vert_surf (SpeedTreeBillboardData v) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
  v2f_surf o;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
 | 
						|
  UNITY_TRANSFER_INSTANCE_ID(v,o);
 | 
						|
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
  Input customInputData;
 | 
						|
  SpeedTreeBillboardVert (v, customInputData);
 | 
						|
  o.custompack0.xyzw = customInputData.color;
 | 
						|
  o.custompack1.xyz = customInputData.interpolator1;
 | 
						|
  o.pos = UnityObjectToClipPos(v.vertex);
 | 
						|
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
 | 
						|
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
 | 
						|
  o.worldPos.xyz = worldPos;
 | 
						|
  o.worldNormal = worldNormal;
 | 
						|
  o.lmap.zw = 0;
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
 | 
						|
  #ifdef DIRLIGHTMAP_OFF
 | 
						|
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
 | 
						|
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
 | 
						|
  #endif
 | 
						|
#else
 | 
						|
  o.lmap.xy = 0;
 | 
						|
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
      o.sh = 0;
 | 
						|
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
 | 
						|
    #endif
 | 
						|
#endif
 | 
						|
  return o;
 | 
						|
}
 | 
						|
#ifdef LIGHTMAP_ON
 | 
						|
float4 unity_LightmapFade;
 | 
						|
#endif
 | 
						|
fixed4 unity_Ambient;
 | 
						|
 | 
						|
// fragment shader
 | 
						|
void frag_surf (v2f_surf IN,
 | 
						|
    out half4 outGBuffer0 : SV_Target0,
 | 
						|
    out half4 outGBuffer1 : SV_Target1,
 | 
						|
    out half4 outGBuffer2 : SV_Target2,
 | 
						|
    out half4 outEmission : SV_Target3
 | 
						|
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
 | 
						|
    , out half4 outShadowMask : SV_Target4
 | 
						|
#endif
 | 
						|
) {
 | 
						|
  UNITY_SETUP_INSTANCE_ID(IN);
 | 
						|
  // prepare and unpack data
 | 
						|
  Input surfIN;
 | 
						|
  #ifdef FOG_COMBINED_WITH_TSPACE
 | 
						|
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
 | 
						|
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
 | 
						|
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
 | 
						|
  #else
 | 
						|
    UNITY_EXTRACT_FOG(IN);
 | 
						|
  #endif
 | 
						|
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
 | 
						|
  surfIN.color.x = 1.0;
 | 
						|
  surfIN.interpolator1.x = 1.0;
 | 
						|
  surfIN.color = IN.custompack0.xyzw;
 | 
						|
  surfIN.interpolator1 = IN.custompack1.xyz;
 | 
						|
  float3 worldPos = IN.worldPos.xyz;
 | 
						|
  #ifndef USING_DIRECTIONAL_LIGHT
 | 
						|
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
 | 
						|
  #else
 | 
						|
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_COMPILER_HLSL
 | 
						|
  SurfaceOutput o = (SurfaceOutput)0;
 | 
						|
  #else
 | 
						|
  SurfaceOutput o;
 | 
						|
  #endif
 | 
						|
  o.Albedo = 0.0;
 | 
						|
  o.Emission = 0.0;
 | 
						|
  o.Specular = 0.0;
 | 
						|
  o.Alpha = 0.0;
 | 
						|
  o.Gloss = 0.0;
 | 
						|
  fixed3 normalWorldVertex = fixed3(0,0,1);
 | 
						|
  o.Normal = IN.worldNormal;
 | 
						|
  normalWorldVertex = IN.worldNormal;
 | 
						|
 | 
						|
  // call surface function
 | 
						|
  surf (surfIN, o);
 | 
						|
fixed3 originalNormal = o.Normal;
 | 
						|
  half atten = 1;
 | 
						|
 | 
						|
  // Setup lighting environment
 | 
						|
  UnityGI gi;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
 | 
						|
  gi.indirect.diffuse = 0;
 | 
						|
  gi.indirect.specular = 0;
 | 
						|
  gi.light.color = 0;
 | 
						|
  gi.light.dir = half3(0,1,0);
 | 
						|
  // Call GI (lightmaps/SH/reflections) lighting function
 | 
						|
  UnityGIInput giInput;
 | 
						|
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
 | 
						|
  giInput.light = gi.light;
 | 
						|
  giInput.worldPos = worldPos;
 | 
						|
  giInput.atten = atten;
 | 
						|
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
 | 
						|
    giInput.lightmapUV = IN.lmap;
 | 
						|
  #else
 | 
						|
    giInput.lightmapUV = 0.0;
 | 
						|
  #endif
 | 
						|
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
 | 
						|
    giInput.ambient = IN.sh;
 | 
						|
  #else
 | 
						|
    giInput.ambient.rgb = 0.0;
 | 
						|
  #endif
 | 
						|
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
 | 
						|
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
 | 
						|
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
 | 
						|
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
 | 
						|
  #endif
 | 
						|
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
 | 
						|
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
 | 
						|
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
 | 
						|
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
 | 
						|
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
 | 
						|
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
 | 
						|
  #endif
 | 
						|
  LightingLambert_GI(o, giInput, gi);
 | 
						|
 | 
						|
  // call lighting function to output g-buffer
 | 
						|
  outEmission = LightingLambert_Deferred (o, gi, outGBuffer0, outGBuffer1, outGBuffer2);
 | 
						|
  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
 | 
						|
    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
 | 
						|
  #endif
 | 
						|
  #ifndef UNITY_HDR_ON
 | 
						|
  outEmission.rgb = exp2(-outEmission.rgb);
 | 
						|
  #endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
ENDCG
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
        Pass
 | 
						|
        {
 | 
						|
            Tags { "LightMode" = "Vertex" }
 | 
						|
 | 
						|
            CGPROGRAM
 | 
						|
#include "HLSLSupport.cginc"
 | 
						|
#define UNITY_INSTANCED_LOD_FADE
 | 
						|
#define UNITY_INSTANCED_SH
 | 
						|
#define UNITY_INSTANCED_LIGHTMAPSTS
 | 
						|
#include "UnityShaderVariables.cginc"
 | 
						|
#include "UnityShaderUtilities.cginc"
 | 
						|
 | 
						|
                #pragma vertex vert
 | 
						|
                #pragma fragment frag
 | 
						|
                #pragma multi_compile_fog
 | 
						|
 | 
						|
 | 
						|
#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
 | 
						|
#define CURVEDWORLD_BEND_ID_1
 | 
						|
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
 | 
						|
#include "../../Core/CurvedWorldTransform.cginc"
 | 
						|
 | 
						|
 | 
						|
                #include "SpeedTreeBillboardCommon.cginc"
 | 
						|
 | 
						|
                struct v2f
 | 
						|
                {
 | 
						|
                    UNITY_POSITION(vertex);
 | 
						|
                    UNITY_FOG_COORDS(0)
 | 
						|
                    Input data      : TEXCOORD1;
 | 
						|
                    UNITY_VERTEX_OUTPUT_STEREO
 | 
						|
                };
 | 
						|
 | 
						|
                v2f vert(SpeedTreeBillboardData v)
 | 
						|
                {
 | 
						|
                    v2f o;
 | 
						|
                    UNITY_SETUP_INSTANCE_ID(v);
 | 
						|
                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 | 
						|
                    SpeedTreeBillboardVert(v, o.data);
 | 
						|
                    o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
 | 
						|
                    o.vertex = UnityObjectToClipPos(v.vertex);
 | 
						|
                    UNITY_TRANSFER_FOG(o,o.vertex);
 | 
						|
                    return o;
 | 
						|
                }
 | 
						|
 | 
						|
                fixed4 frag(v2f i) : SV_Target
 | 
						|
                {
 | 
						|
                    SpeedTreeFragOut o;
 | 
						|
                    SpeedTreeFrag(i.data, o);
 | 
						|
                    fixed4 c = fixed4(o.Albedo, o.Alpha);
 | 
						|
                    UNITY_APPLY_FOG(i.fogCoord, c);
 | 
						|
                    return c;
 | 
						|
                }
 | 
						|
            ENDCG
 | 
						|
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
    FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout" 
 | 
						|
}
 |