2026-05-19 12:20:15 +02:00
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/ATG-Internal-DepthNormalsTexture" {
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Properties {
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_MainTex ("", 2D) = "white" {}
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_MainTexArray ("", 2DArray) = "white" {}
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_Cutoff ("", Float) = 0.5
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_Color ("", Color) = (1,1,1,1)
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// Additional inputs
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_SampleNormal ("Use NormalBuffer", Float) = 0
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_NormalBend ("Bend Normal", Range(0,1)) = 0.5
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_WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0)
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_SamplePivot ("Sample Wind at Pivot", Float) = 0
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_WindLOD ("Wind LOD (int)", Float) = 0
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_ScaleMode ("Scale Mode", Float) = 0
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}
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SubShader {
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Tags { "RenderType"="ATGrass" }
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Pass {
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// Wind sample mode
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#pragma multi_compile _ _METALLICGLOSSMAP
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// NormalBuffer
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#pragma multi_compile _ _NORMAL
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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#define DEPTHNORMAL
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float _Clip;
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float _WindLOD;
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float _NormalBend;
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half2 _MinMaxScales;
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fixed4 _HealthyColor;
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fixed4 _DryColor;
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float _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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sampler2D _AtgWindRT;
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float4 _AtgWindDirSize;
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float4 _AtgWindStrengthMultipliers;
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float4 _AtgSinTime;
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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CBUFFER_END
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2026-05-19 15:29:54 +02:00
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#include "./GrassInstancedIndirect_Vertex.cginc"
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2026-05-19 12:20:15 +02:00
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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#endif
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 nz : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
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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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#if SHADER_TARGET >= 45
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float4x4 data = GrassMatrixBuffer[instanceID];
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#else
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float4x4 data = 0;
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#endif
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unity_ObjectToWorld = data;
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// Restore matrix as it could contain layer data here!
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float InstanceScale = frac(unity_ObjectToWorld[3].w);
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InstanceScale *= 100.0f;
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float3 terrainNormal = 0;
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#if defined(_NORMAL)
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terrainNormal = unity_ObjectToWorld[3].xyz;
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#endif
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unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
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vertgrass(v, terrainNormal, InstanceScale);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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v.normal = UnityObjectToWorldNormal(v.normal);
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v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
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o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
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o.nz.w = COMPUTE_DEPTH_01;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed4 _Color;
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fixed4 frag(v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip( texcol.a - _Cutoff );
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return EncodeDepthNormal (i.nz.w, i.nz.xyz);
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}
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ENDCG
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}
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}
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SubShader {
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Tags { "RenderType"="ATGrassArray"}
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Pass {
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// Wind sample mode
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#pragma multi_compile _ _METALLICGLOSSMAP
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// NormalBuffer
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#pragma multi_compile _ _NORMAL
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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#define DEPTHNORMAL
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float _Clip;
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float _WindLOD;
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float _NormalBend;
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half2 _MinMaxScales;
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fixed4 _HealthyColor;
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fixed4 _DryColor;
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float _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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sampler2D _AtgWindRT;
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float4 _AtgWindDirSize;
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float4 _AtgWindStrengthMultipliers;
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float4 _AtgSinTime;
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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CBUFFER_END
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2026-05-19 15:29:54 +02:00
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#include "./GrassInstancedIndirect_Vertex.cginc"
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2026-05-19 12:20:15 +02:00
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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StructuredBuffer<float3> GrassNormalBuffer;
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#endif
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 nz : TEXCOORD1;
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float layer : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
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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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#if SHADER_TARGET >= 45
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float4x4 data = GrassMatrixBuffer[instanceID];
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#else
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float4x4 data = 0;
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#endif
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unity_ObjectToWorld = data;
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// Restore matrix as it could contain layer data here!
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float InstanceScale = frac(unity_ObjectToWorld[3].w);
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o.layer = unity_ObjectToWorld[3].w - InstanceScale;
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InstanceScale *= 100.0f;
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float3 terrainNormal = 0;
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#if defined(_NORMAL)
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terrainNormal = unity_ObjectToWorld[3].xyz;
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#endif
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unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
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vertgrass(v, terrainNormal, InstanceScale);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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v.normal = UnityObjectToWorldNormal(v.normal);
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v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
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o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
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o.nz.w = COMPUTE_DEPTH_01;
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return o;
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}
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UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
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uniform fixed _Cutoff;
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uniform fixed4 _Color;
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fixed4 frag(v2f i) : SV_Target {
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fixed4 texcol = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(i.uv, i.layer ));
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clip( texcol.a - _Cutoff );
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return EncodeDepthNormal (i.nz.w, i.nz.xyz);
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}
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ENDCG
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}
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}
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SubShader {
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Tags { "RenderType"="ATGFoliage" }
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Pass {
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// Wind sample mode
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#pragma multi_compile _ _METALLICGLOSSMAP
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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#define DEPTHNORMAL
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#include "TerrainEngine.cginc"
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2026-05-19 15:29:54 +02:00
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#include "./FoliageInstancedIndirect_Vertex.cginc"
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2026-05-19 12:20:15 +02:00
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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#endif
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 nz : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
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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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#if SHADER_TARGET >= 45
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float4x4 data = GrassMatrixBuffer[instanceID];
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#else
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float4x4 data = 0;
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#endif
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unity_ObjectToWorld = data;
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// Restore matrix as it could contain layer data here!
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float InstanceScale = frac(unity_ObjectToWorld[3].w);
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InstanceScale *= 100.0f;
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unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
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vertfoliage(v, InstanceScale);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord;
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v.normal = UnityObjectToWorldNormal(v.normal);
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v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
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o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
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o.nz.w = COMPUTE_DEPTH_01;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform fixed _Cutoff;
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uniform fixed4 _Color;
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fixed4 frag(v2f i) : SV_Target {
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fixed4 texcol = tex2D(_MainTex, i.uv);
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clip( texcol.a - _Cutoff );
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return EncodeDepthNormal (i.nz.w, i.nz.xyz);
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}
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ENDCG
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}
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}
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SubShader {
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Tags { "RenderType"="ATGVertexLit" }
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Pass {
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Cull Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// Wind sample mode
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#pragma multi_compile _ _METALLICGLOSSMAP
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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#define DEPTHNORMAL
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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#endif
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struct v2f {
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float4 pos : SV_POSITION;
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float4 nz : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
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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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#if SHADER_TARGET >= 45
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float4x4 data = GrassMatrixBuffer[instanceID];
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#else
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float4x4 data = 0;
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#endif
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unity_ObjectToWorld = data;
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// Restore matrix as it could contain layer data here!
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unity_ObjectToWorld[3].w = 1.0f;
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
|
|
|
|
|
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
|
|
|
|
|
v.normal = UnityObjectToWorldNormal(v.normal);
|
|
|
|
|
v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
|
|
|
|
|
o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
|
|
|
|
|
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// original unity shaders ----------------------------
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="Opaque" }
|
|
|
|
|
Pass {
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float4 nz : TEXCOORD0;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
v2f vert( appdata_base v ) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TransparentCutout" }
|
|
|
|
|
Pass {
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
uniform float4 _MainTex_ST;
|
|
|
|
|
v2f vert( appdata_base v ) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
uniform fixed4 _Color;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
|
|
|
|
clip( texcol.a*_Color.a - _Cutoff );
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TreeBark" }
|
|
|
|
|
Pass {
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "Lighting.cginc"
|
|
|
|
|
#include "UnityBuiltin3xTreeLibrary.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
v2f vert( appdata_full v ) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
TreeVertBark(v);
|
|
|
|
|
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord.xy;
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
fixed4 frag( v2f i ) : SV_Target {
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TreeLeaf" }
|
|
|
|
|
Pass {
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "Lighting.cginc"
|
|
|
|
|
#include "UnityBuiltin3xTreeLibrary.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
v2f vert( appdata_full v ) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
TreeVertLeaf(v);
|
|
|
|
|
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord.xy;
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
fixed4 frag( v2f i ) : SV_Target {
|
|
|
|
|
half alpha = tex2D(_MainTex, i.uv).a;
|
|
|
|
|
|
|
|
|
|
clip (alpha - _Cutoff);
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
|
|
|
|
|
Pass {
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float4 nz : TEXCOORD0;
|
|
|
|
|
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);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
|
|
|
|
|
Pass {
|
|
|
|
|
Cull Back
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
struct appdata {
|
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
|
fixed4 color : COLOR;
|
|
|
|
|
float4 texcoord : TEXCOORD0;
|
|
|
|
|
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);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord.xy;
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
half alpha = tex2D(_MainTex, i.uv).a;
|
|
|
|
|
|
|
|
|
|
clip (alpha - _Cutoff);
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
Pass {
|
|
|
|
|
Cull Front
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
struct appdata {
|
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
|
fixed4 color : COLOR;
|
|
|
|
|
float4 texcoord : TEXCOORD0;
|
|
|
|
|
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);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord.xy;
|
|
|
|
|
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
|
|
|
|
clip( texcol.a - _Cutoff );
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="TreeBillboard" }
|
|
|
|
|
Pass {
|
|
|
|
|
Cull Off
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
v2f vert (appdata_tree_billboard v) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv.x = v.texcoord.x;
|
|
|
|
|
o.uv.y = v.texcoord.y > 0;
|
|
|
|
|
o.nz.xyz = float3(0,0,1);
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
|
|
|
|
clip( texcol.a - 0.001 );
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="GrassBillboard" }
|
|
|
|
|
Pass {
|
|
|
|
|
Cull Off
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
fixed4 color : COLOR;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
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|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
v2f vert (appdata_full v) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
WavingGrassBillboardVert (v);
|
|
|
|
|
o.color = v.color;
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord.xy;
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
|
|
|
|
fixed alpha = texcol.a * i.color.a;
|
|
|
|
|
clip( alpha - _Cutoff );
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SubShader {
|
|
|
|
|
Tags { "RenderType"="Grass" }
|
|
|
|
|
Pass {
|
|
|
|
|
Cull Off
|
|
|
|
|
CGPROGRAM
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
|
#include "TerrainEngine.cginc"
|
|
|
|
|
struct v2f {
|
|
|
|
|
float4 pos : SV_POSITION;
|
|
|
|
|
fixed4 color : COLOR;
|
|
|
|
|
float2 uv : TEXCOORD0;
|
|
|
|
|
float4 nz : TEXCOORD1;
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
v2f vert (appdata_full v) {
|
|
|
|
|
v2f o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
WavingGrassVert (v);
|
|
|
|
|
o.color = v.color;
|
|
|
|
|
o.pos = UnityObjectToClipPos(v.vertex);
|
|
|
|
|
o.uv = v.texcoord;
|
|
|
|
|
o.nz.xyz = COMPUTE_VIEW_NORMAL;
|
|
|
|
|
o.nz.w = COMPUTE_DEPTH_01;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
uniform sampler2D _MainTex;
|
|
|
|
|
uniform fixed _Cutoff;
|
|
|
|
|
fixed4 frag(v2f i) : SV_Target {
|
|
|
|
|
fixed4 texcol = tex2D( _MainTex, i.uv );
|
|
|
|
|
fixed alpha = texcol.a * i.color.a;
|
|
|
|
|
clip( alpha - _Cutoff );
|
|
|
|
|
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Fallback Off
|
|
|
|
|
}
|