ToriaAssets/Sources/Shaders/SnowedSpeedTreeCommon.cginc

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#ifndef SNOWED_SPEEDTREE_COMMON_INCLUDED
#define SNOWED_SPEEDTREE_COMMON_INCLUDED
#include "UnityCG.cginc"
#define SPEEDTREE_Y_UP
#ifdef GEOM_TYPE_BRANCH_DETAIL
#define GEOM_TYPE_BRANCH
#endif
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#include "./SnowedSpeedTreeVertex.cginc"
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// Define Input structure
struct Input
{
// fixed4 color;
half3 interpolator1;
// #ifdef GEOM_TYPE_BRANCH_DETAIL
// half3 interpolator2;
// #endif
float3 worldPos;
float3 worldNormal;
};
// Define uniforms
#define mainTexUV interpolator1.xy
sampler2D _MainTex;
//#ifdef GEOM_TYPE_BRANCH_DETAIL
// #define Detail interpolator2
// sampler2D _DetailTex;
//#endif
#if defined(GEOM_TYPE_FROND) || defined(GEOM_TYPE_LEAF) || defined(GEOM_TYPE_FACING_LEAF)
#define SPEEDTREE_ALPHATEST
fixed _Cutoff;
#endif
//#ifdef EFFECT_HUE_VARIATION
// #define HueVariationAmount interpolator1.z
// half4 _HueVariation;
//#endif
//#ifdef EFFECT_BUMP
// sampler2D _BumpMap;
//#endif
fixed4 _Color;
// Vertex processing
void SpeedTreeVert(inout SpeedTreeVB IN, out Input OUT)
{
UNITY_INITIALIZE_OUTPUT(Input, OUT);
OUT.mainTexUV = IN.texcoord.xy;
// OUT.color = _Color;
// OUT.color.rgb *= IN.color.r; // ambient occlusion factor
// #ifdef EFFECT_HUE_VARIATION
// float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
// hueVariationAmount += frac(IN.vertex.x + IN.normal.y + IN.normal.x) * 0.5 - 0.3;
// OUT.HueVariationAmount = saturate(hueVariationAmount * _HueVariation.a);
// #endif
// #ifdef GEOM_TYPE_BRANCH_DETAIL
// // The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem.
// OUT.Detail.xy = IN.texcoord2.xy;
// if (IN.color.a == 0) // Blend
// OUT.Detail.z = IN.texcoord2.z;
// else // Detail texture
// OUT.Detail.z = 2.5f; // stay out of Blend's .z range
// #endif
OffsetSpeedTreeVertex(IN, unity_LODFade.x);
}
// Fragment processing
//#ifdef EFFECT_BUMP
// #define SPEEDTREE_DATA_NORMAL fixed3 Normal;
// #define SPEEDTREE_COPY_NORMAL(to, from) to.Normal = from.Normal;
//#else
#define SPEEDTREE_DATA_NORMAL
#define SPEEDTREE_COPY_NORMAL(to, from)
//#endif
//#define SPEEDTREE_COPY_FRAG(to, from) \
// to.Albedo = from.Albedo; \
// to.Alpha = from.Alpha; \
// SPEEDTREE_COPY_NORMAL(to, from)
#define SPEEDTREE_COPY_FRAG(to, from) \
to.Albedo = from.Albedo; \
to.Alpha = from.Alpha;
struct SpeedTreeFragOut
{
fixed3 Albedo;
fixed Alpha;
// SPEEDTREE_DATA_NORMAL
};
void SpeedTreeFrag(Input IN, out SpeedTreeFragOut OUT)
{
half4 diffuseColor = tex2D(_MainTex, IN.mainTexUV);
OUT.Alpha = diffuseColor.a * _Color.a;
#ifdef SPEEDTREE_ALPHATEST
clip(OUT.Alpha - _Cutoff);
#endif
// #ifdef GEOM_TYPE_BRANCH_DETAIL
// half4 detailColor = tex2D(_DetailTex, IN.Detail.xy);
// diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, IN.Detail.z < 2.0f ? saturate(IN.Detail.z) : detailColor.a);
// #endif
//
// #ifdef EFFECT_HUE_VARIATION
// half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, IN.HueVariationAmount);
// half maxBase = max(diffuseColor.r, max(diffuseColor.g, diffuseColor.b));
// half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
// maxBase /= newMaxBase;
// maxBase = maxBase * 0.5f + 0.5f;
// // preserve vibrance
// shiftedColor.rgb *= maxBase;
// diffuseColor.rgb = saturate(shiftedColor);
// #endif
//
OUT.Albedo = diffuseColor.rgb; // * IN.color.rgb;
//
// #ifdef EFFECT_BUMP
// OUT.Normal = UnpackNormal(tex2D(_BumpMap, IN.mainTexUV));
// #endif
}
#endif // SPEEDTREE_COMMON_INCLUDED