ToriaAssets/Sources/Shaders/SpeedTreeNoLeaves.shader

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2026-05-19 12:20:15 +02:00
Shader "GlobalSnow/SpeedTreeNoLeaves"
{
Properties
{
_Color ("Main Color", Color) = (1,1,1,1)
_HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
_DetailTex ("Detail", 2D) = "black" {}
_BumpMap ("Normal Map", 2D) = "bump" {}
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Int) = 2
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0,5)) = 0
}
// targeting SM3.0+
SubShader
{
Tags
{
"Queue"="Geometry"
"IgnoreProjector"="True"
"RenderType"="SnowedSpeedTree"
"DisableBatching"="LODFading"
}
LOD 400
Cull [_Cull]
CGPROGRAM
#pragma surface surf Lambert vertex:SpeedTreeVert nolightmap
#pragma target 3.0
// #pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling lodfade maxcount:50
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
#pragma shader_feature EFFECT_BUMP
#pragma shader_feature EFFECT_HUE_VARIATION
#define ENABLE_WIND
#include "SpeedTreeCommon.cginc"
void surf(Input IN, inout SurfaceOutput OUT)
{
#if GEOM_TYPE_LEAF
discard;
#else
SpeedTreeFragOut o;
SpeedTreeFrag(IN, o);
SPEEDTREE_COPY_FRAG(OUT, o)
#endif
}
ENDCG
Pass
{
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
// #pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling lodfade maxcount:50
#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
#pragma multi_compile_shadowcaster
#define ENABLE_WIND
#include "SpeedTreeCommon.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
#ifdef SPEEDTREE_ALPHATEST
float2 uv : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert(SpeedTreeVB v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
#ifdef SPEEDTREE_ALPHATEST
o.uv = v.texcoord.xy;
#endif
OffsetSpeedTreeVertex(v, unity_LODFade.x);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag(v2f i) : SV_Target
{
#if GEOM_TYPE_LEAF
discard;
return 0;
#else
UNITY_SETUP_INSTANCE_ID(i);
#ifdef SPEEDTREE_ALPHATEST
clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff);
#endif
UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
SHADOW_CASTER_FRAGMENT(i)
#endif
}
ENDCG
}
}
FallBack "Transparent/Cutout/VertexLit"
CustomEditor "SpeedTreeMaterialInspector"
}