2026-05-19 12:20:15 +02:00
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// Errors if instancing is enabled - as we may not overwrite unity_ObjectToWorld which is an array...
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// So comment #pragma multi_compile_instancing in the cg shader parts seems to fix this.
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Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
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Properties {
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[Space(8)]
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[Header(For the terrain engine only)]
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[NoScaleOffset] _MainTex ("Albedo Tex (RGB) Alpha (A)", 2D) = "white" {}
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[Header(Actually used texture array)]
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[NoScaleOffset] _MainTexArray ("Albedo Array (RGB) Alpha (A)", 2DArray) = "white" {}
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_Layers ("Number of Layers - 1 (int)", Float) = 1
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[KeywordEnum(Random,BySize,SoftMerge)] _MixMode("Texture Mix Mode", Float) = 0
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_SizeThreshold (" Size Threshold", Range(0,1)) = 0.5
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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[Space(8)]
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[HideInInspector] _MinMaxScales ("MinMaxScale Factors", Vector) = (1,1,1,1)
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_HealthyColor ("Healthy Color (RGB) Bending (A)", Color) = (1,1,1,1)
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_DryColor ("Dry Color (RGB) Bending (A)", Color) = (1,1,1,1)
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[Header(Lighting)]
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[Space(8)]
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[Toggle(_NORMAL)] _SampleNormal ("Use NormalBuffer", Float) = 0
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_NormalBend ("Bend Normal", Range(0,1)) = 0.5
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[Toggle(_SPECULARHIGHLIGHTS_OFF)] _Spec ("Enable specular highlights", Float) = 0
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[NoScaleOffset]_SpecTexArray (" Trans (R) Spec Mask (G) Smoothness (B)", 2DArray) = "black" {}
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[Space(8)]
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_TransStrength ("Translucency Strength", Range(0, 1)) = 1.0
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// Grass has no TranslucencyPower
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// _TransPower ("TransPower", Range(0, 1)) = 0.8
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[Header(Two Step Culling)]
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[Space(8)]
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_Clip ("Clip Threshold", Range(0.0, 1.0)) = 0.3
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[Toggle(_PARALLAXMAP)] _EnableDebug (" Enable Debug", Float) = 0
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_DebugColor (" Debug Color", Color) = (1,0,0,1)
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[Enum(XYZ,0,XY,1)]
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_ScaleMode ("Scale Mode", Float) = 0
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[Header(Wind)]
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[Space(8)]
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_WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0)
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[Toggle(_METALLICGLOSSMAP)] _SamplePivot ("Sample Wind at Pivot", Float) = 0
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_WindLOD ("Wind LOD (int)", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "Geometry+200"
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"IgnoreProjector" = "True"
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"RenderType" = "ATGrassArray"
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// In order to adjust the wind settings on single instances:
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"DisableBatching"="True"
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}
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LOD 200
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Cull Off
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// Instead of using clip in the surface shader
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ZTest Equal
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// Depth Only Prepass
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" "Queue" = "Geometry+199" }
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ColorMask 0
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Cull Off
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ZWrite On
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ZTest LEqual
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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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// Shader supports only procedural instancing
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// #pragma multi_compile_instancing
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Array Mix Mode
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#pragma shader_feature _MIXMODE_RANDOM _MIXMODE_BYSIZE _MIXMODE_SOFTMERGE
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// Instancing support
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void dummy() {}
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// dummy is needed by Metal
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#define UNITY_INSTANCING_PROCEDURAL_FUNC dummy
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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struct appdata_grassinstanced_depth
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float3 texcoord : TEXCOORD0; // texcoord.z = texture layer
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float4 vertex : SV_POSITION;
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};
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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float3 terrainNormal;
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float TextureLayer;
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float InstanceScale;
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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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half _Layers;
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half _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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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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float3 _AtgSurfaceCameraPosition;
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CBUFFER_END
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sampler2D _AtgWindRT;
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float4 _AtgTerrainShiftSurface;
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#define GRASSUSESTEXTUREARRAYS
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#define DEPTHONLY
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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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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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// UNITY_SETUP_INSTANCE_ID(v)
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// We do not use the standard macro here
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UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(v));
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v2f o;
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float4x4 data = GrassMatrixBuffer[unity_InstanceID]; //[instanceID];
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unity_ObjectToWorld = data;
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// Handle Floating Origin
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float3 shift = _AtgTerrainShiftSurface.xyz * _AtgTerrainShiftSurface.w; // w = 0 when compute / 1 when no compute
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unity_ObjectToWorld[0].w -= shift.x;
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unity_ObjectToWorld[1].w -= shift.y;
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unity_ObjectToWorld[2].w -= shift.z;
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// Restore matrix as it could contain layer data here!
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InstanceScale = frac(unity_ObjectToWorld[3].w);
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TextureLayer = unity_ObjectToWorld[3].w - InstanceScale;
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InstanceScale *= 100.0f;
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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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// Not correct but good enough to get the wind direction in objectspace
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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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// Set o.texcoord before calling vertgrass() as the texture layer is stored in v.texcoord.x
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o.texcoord.xy = v.texcoord.xy;
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vertgrass(v, terrainNormal, InstanceScale);
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#if defined(_MIXMODE_SOFTMERGE)
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o.texcoord.z = TextureLayer;
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#else
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o.texcoord.z = v.texcoord.x;
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#endif
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
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fixed _Cutoff;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(i.texcoord.xy, i.texcoord.z ));
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clip(c.a - _Cutoff);
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return c;
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}
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ENDCG
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}
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// Shadow Caster Pass
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Pass {
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Tags {"LightMode"="ShadowCaster"}
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Cull Off
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ZWrite On
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ZTest LEqual
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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_shadowcaster
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#pragma target 4.5
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// Shader supports only procedural instancing
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// #pragma multi_compile_instancing
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Array Mix Mode
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#pragma shader_feature _MIXMODE_RANDOM _MIXMODE_BYSIZE _MIXMODE_SOFTMERGE
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// Instancing support
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void dummy() {}
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// dummy is needed by Metal
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#define UNITY_INSTANCING_PROCEDURAL_FUNC dummy
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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struct appdata_grassinstanced_depth
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{
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float4 vertex : POSITION;
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//float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 texcoord : TEXCOORD1; // texcoord.z = texture layer
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};
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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float3 terrainNormal;
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float TextureLayer;
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float InstanceScale;
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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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half _Layers;
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half _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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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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float3 _AtgSurfaceCameraPosition;
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CBUFFER_END
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sampler2D _AtgWindRT;
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float4 _AtgTerrainShiftSurface;
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#define GRASSUSESTEXTUREARRAYS
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#define DEPTHONLY
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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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#endif
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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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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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// UNITY_SETUP_INSTANCE_ID(v)
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// We do not use the standard macro here
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UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(v));
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v2f o;
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float4x4 data = GrassMatrixBuffer[unity_InstanceID]; //[instanceID];
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unity_ObjectToWorld = data;
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// Handle Floating Origin
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float3 shift = _AtgTerrainShiftSurface.xyz * _AtgTerrainShiftSurface.w; // w = 0 when compute / 1 when no compute
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unity_ObjectToWorld[0].w -= shift.x;
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unity_ObjectToWorld[1].w -= shift.y;
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unity_ObjectToWorld[2].w -= shift.z;
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// Restore matrix as it could contain layer data here!
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InstanceScale = frac(unity_ObjectToWorld[3].w);
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TextureLayer = unity_ObjectToWorld[3].w - InstanceScale;
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InstanceScale *= 100.0f;
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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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// Not correct but good enough to get the wind direction in objectspace
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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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// Set o.texcoord before calling vertgrass() as the texture layer is stored in v.texcoord.x
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o.texcoord.xy = v.texcoord.xy;
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vertgrass(v, terrainNormal, InstanceScale);
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#if defined(_MIXMODE_SOFTMERGE)
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o.texcoord.z = TextureLayer;
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#else
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o.texcoord.z = v.texcoord.x;
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#endif
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//TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
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fixed _Cutoff;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(i.texcoord.xy, i.texcoord.z ));
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clip(c.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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CGPROGRAM
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// noshadowmask does not fix the problem with baked shadows in deferred
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// removing nolightmap does
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#pragma surface surf ATGSpecular vertex:vertgrass nodynlightmap nolppv nometa
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// nolightmap
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#pragma target 3.5
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// Shader supports only procedural instancing
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// #pragma multi_compile_instancing
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// Specular Highlights
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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// Debug
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#pragma shader_feature _PARALLAXMAP
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Array Mix Mode
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#pragma shader_feature _MIXMODE_RANDOM _MIXMODE_BYSIZE _MIXMODE_SOFTMERGE
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// NormalBuffer
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#pragma shader_feature _NORMAL
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// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
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#pragma instancing_options assumeuniformscaling procedural:setup
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#define ISGRASS
|
2026-05-19 15:29:54 +02:00
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#include "./AtgPBSLighting.cginc"
|
2026-05-19 12:20:15 +02:00
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// Inputs for vertex shader
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float _Clip;
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float _WindLOD;
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#if defined(_MIXMODE_BYSIZE)
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float _SizeThreshold;
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#endif
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#if defined(_PARALLAXMAP)
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|
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fixed4 _DebugColor;
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#endif
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|
half2 _MinMaxScales;
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|
|
fixed4 _HealthyColor;
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fixed4 _DryColor;
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|
|
float3 terrainNormal;
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|
|
float TextureLayer;
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|
|
float InstanceScale;
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|
|
half _NormalBend;
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half _Layers;
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half _ScaleMode;
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|
|
// Include all general inputs and vertex functions
|
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|
|
#define GRASSUSESTEXTUREARRAYS
|
2026-05-19 15:29:54 +02:00
|
|
|
#include "./GrassInstancedIndirect_Inputs.cginc"
|
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|
|
|
#include "./GrassInstancedIndirect_Vertex.cginc"
|
2026-05-19 12:20:15 +02:00
|
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|
|
// Inputs for the pixelshader
|
|
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|
|
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
|
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|
|
float4 _MainTexArray_TexelSize;
|
|
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|
|
UNITY_DECLARE_TEX2DARRAY(_SpecTexArray);
|
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|
|
half _TransPower;
|
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|
|
half _TransStrength;
|
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|
|
fixed4 _Color;
|
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|
|
half _Glossiness;
|
|
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|
|
fixed _Cutoff;
|
|
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|
|
void surf (Input IN, inout SurfaceOutputATGSpecular o) {
|
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|
|
|
#if defined(_MIXMODE_SOFTMERGE)
|
|
|
|
|
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(IN.uv_MainTexArray, TextureLayer ));
|
|
|
|
|
#else
|
|
|
|
|
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(IN.uv_MainTexArray, IN.layer ));
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// NOTE: no clip here!
|
|
|
|
|
|
|
|
|
|
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
|
|
|
|
#if defined(_MIXMODE_SOFTMERGE)
|
|
|
|
|
half3 rest = UNITY_SAMPLE_TEX2DARRAY(_SpecTexArray, float3(IN.uv_MainTexArray, TextureLayer ));
|
|
|
|
|
#else
|
|
|
|
|
half3 rest = UNITY_SAMPLE_TEX2DARRAY(_SpecTexArray, float3(IN.uv_MainTexArray, IN.layer ));
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
o.Albedo = c.rgb * IN.color;
|
|
|
|
|
o.Alpha = c.a;
|
|
|
|
|
o.Occlusion = IN.occ;
|
|
|
|
|
//o.Specular = 0;
|
|
|
|
|
#if defined(_SPECULARHIGHLIGHTS_OFF)
|
|
|
|
|
o.Smoothness = rest.b * IN.scale;
|
|
|
|
|
o.Translucency = _TransStrength * rest.r * IN.scale;
|
|
|
|
|
// Grass does not have any specPower (fixed value) but we write out the spec mask here
|
|
|
|
|
o.TranslucencyPower = rest.g;
|
|
|
|
|
// Enable grass spec lighting
|
|
|
|
|
o.Specular = half3(1,0,0);
|
|
|
|
|
#else
|
|
|
|
|
o.Smoothness = 0;
|
|
|
|
|
o.Translucency = _TransStrength * o.Albedo.g;
|
|
|
|
|
// Enable grass trans lighting
|
|
|
|
|
o.Specular = half3(1, 0, 0);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
ENDCG
|
|
|
|
|
}
|
|
|
|
|
Fallback "AdvancedTerrainGrass/Grass Array Shader"
|
|
|
|
|
}
|