ToriaAssets/Sources/Shaders/Tree_Opaque.shader

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Shader "GlobalSnow/Nature/TreeOpaque Soft Occlusion Bark" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
// These are here only to provide default values
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
[HideInInspector] _SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "TreeOpaque"
"DisableBatching"="True"
}
Pass {
Lighting On
CGPROGRAM
#pragma vertex bark
#pragma fragment frag
// #pragma multi_compile_fog
#define GLOBALSNOW_IS_NON_SURFACE_SHADER
#define GLOBALSNOW_INPUT_STRUCTURE_INCLUDED
#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING
#define GLOBALSNOW_MOVING_OBJECT
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#include "./GlobalSnowDeferredOptions.cginc"
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#include "TreeLibrary.cginc"
#include "GlobalSnowMats.cginc"
fixed4 frag(v2f input) : SV_Target
{
fixed4 col = fixed4(tex2D( _MainTex, input.uv.xy).rgb, 1.0);
SetSnowCoverage(input, col);
col *= input.color;
// UNITY_APPLY_FOG(input.fogCoord, col);
UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
V2F_SHADOW_CASTER;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag( v2f i ) : SV_Target
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex"
Fallback Off
}