149 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Amazing Assets/Curved World/Nature/Terrain/#BEND_NAME_SMALL# #ID#/CameraFacingBillboardTree" 
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{
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    Properties{
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        _MainTex("Base (RGB) Alpha (A)", 2D) = "white" {}
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        _NormalTex("Base (RGB) Alpha (A)", 2D) = "white" {}
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        _TranslucencyViewDependency("View dependency", Range(0,1)) = 0.7
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        _TranslucencyColor("Translucency Color", Color) = (0.73,0.85,0.41,1)
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        _AlphaToMask("AlphaToMask", Float) = 1.0 // On
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    }
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        SubShader{
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            Tags {
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                "IgnoreProjector" = "True" "RenderType" = "CurvedWorld_TreeBillboard" }
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            Pass {
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                ColorMask rgb
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                ZWrite On Cull Off
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                AlphaToMask [_AlphaToMask]
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                CGPROGRAM
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                #pragma vertex vert
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                #pragma fragment frag
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                #pragma multi_compile_fog
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                #include "UnityCG.cginc"
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                #include "UnityBuiltin3xTreeLibrary.cginc"
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#include "../../../../Core/CurvedWorldTransform.cginc" 
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#if SHADER_API_D3D11 || SHADER_API_GLCORE
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#define ALBEDO_NORMAL_LIGHTING 1
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#endif
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                struct v2f {
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                    float4 pos : SV_POSITION;
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                    fixed4 color : COLOR0;
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                    float3 uv : TEXCOORD0;
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                    UNITY_FOG_COORDS(1)
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                    UNITY_VERTEX_OUTPUT_STEREO
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                    float4 screenPos : TEXCOORD2;
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#if defined(ALBEDO_NORMAL_LIGHTING)
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                    float3 viewDir : TEXCOORD3;
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#endif
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                };
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#if defined(ALBEDO_NORMAL_LIGHTING)
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                CBUFFER_START(UnityTerrainImposter)
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                    float3 _TerrainTreeLightDirections[4];
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                    float4 _TerrainTreeLightColors[4];
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                CBUFFER_END
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#endif
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        void CameraFacingBillboardVert(inout float4 pos, float2 offset, float offsetz)
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        {
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            float3 vertViewVector = pos.xyz - _TreeBillboardCameraPos.xyz;
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            float treeDistanceSqr = dot(vertViewVector, vertViewVector);
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            float distance = sqrt(treeDistanceSqr);
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            if (treeDistanceSqr > _TreeBillboardDistances.x)
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                offset.xy = offsetz = 0.0;
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            // Create LookAt matrix
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            float3 up = float3(0, 1, 0);
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            float3 zaxis = vertViewVector / distance; // distance won't be 0 since billboard would already be clipped by near plane
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            float3 xaxis = normalize(cross(up, zaxis)); // direct top down view of billboard won't be visible due its orientation about yaxis
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            float vertexCameraDistance = distance - _TreeBillboardDistances.z;
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            float fadeAmount = saturate(vertexCameraDistance / _TreeBillboardDistances.w);
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            pos.w = fadeAmount;
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            if (vertexCameraDistance > _TreeBillboardDistances.w)
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                pos.w = 1.0;
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            // positioning of billboard vertices horizontally
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            pos.xyz += xaxis * offset.x;
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            float radius = offset.y;
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            // positioning of billboard vertices veritally
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            pos.xyz += up * radius;
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        }
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                v2f vert(appdata_tree_billboard v) {
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                    v2f o;
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                    UNITY_SETUP_INSTANCE_ID(v);
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                    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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                    CameraFacingBillboardVert(v.vertex, v.texcoord1.xy, v.texcoord.y);
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                    CURVEDWORLD_TRANSFORM_VERTEX(v.vertex);
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                    o.uv.z = v.vertex.w;
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                    o.pos = UnityObjectToClipPos(v.vertex);
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                    o.uv.x = v.texcoord.x;
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                    o.uv.y = v.texcoord.y > 0;
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#if defined(ALBEDO_NORMAL_LIGHTING)
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                    o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
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#endif
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                    o.color = v.color;
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                    o.screenPos = ComputeScreenPos(o.pos);
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                    UNITY_TRANSFER_FOG(o,o.pos);
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                    return o;
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                }
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                half3 CalcTreeLighting(half3 viewDir, half3 lightColor, half3 lightDir, half3 albedo, half3 normal, half backContribScale)
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                {
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                    half backContrib = saturate(dot(viewDir, -lightDir));
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                    half ndotl = dot(lightDir, normal);
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                    backContrib = lerp(saturate(-ndotl), backContrib, _TranslucencyViewDependency) * backContribScale;
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                    half3 translucencyColor = backContrib * _TranslucencyColor;
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                    const half diffuseWrap = 0.8;
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                    ndotl = saturate(ndotl * diffuseWrap + (1 - diffuseWrap));
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                    return albedo * (translucencyColor + ndotl) * lightColor;
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                }
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                sampler2D _MainTex;
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                sampler2D _NormalTex;
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                fixed4 frag(v2f input) : SV_Target
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                {
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                    fixed4 col = tex2D(_MainTex, input.uv.xy);
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                    col.rgb *= input.color.rgb;
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#if defined(ALBEDO_NORMAL_LIGHTING)
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                    half3 normal = tex2D(_NormalTex, input.uv.xy).xyz;
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                    normal = normalize(normal);
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                    half3 albedo = col.rgb;
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                    half3 light = UNITY_LIGHTMODEL_AMBIENT * albedo;
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                    const half backContribScale = 0.2;
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                    light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[0].rgb, _TerrainTreeLightDirections[0], albedo, normal, backContribScale);
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                    light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[1].rgb, _TerrainTreeLightDirections[1], albedo, normal, backContribScale);
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                    light += CalcTreeLighting(input.viewDir, _TerrainTreeLightColors[2].rgb, _TerrainTreeLightDirections[2], albedo, normal, backContribScale);
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                    col.rgb = light;
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#endif
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#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE)
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                    //use alpha-to-coverage with dithering only on desktop and not for Quest/mobile (too slow) (case 1308585)
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                    float coverage = ComputeAlphaCoverage(input.screenPos, input.uv.z);
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                    col.a *= coverage;
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#endif
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                    clip(col.a - _TreeBillboardCameraFront.w);
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                    UNITY_APPLY_FOG(input.fogCoord, col);
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                    return col;
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                }
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                ENDCG
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            }
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    }
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        Fallback Off
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}
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