Fix a bunch of shaders

This commit is contained in:
Lucien 2026-05-19 15:29:54 +02:00
parent cd9df45d08
commit 7f8ffe9f28
252 changed files with 31016 additions and 583012 deletions

View File

@ -21,7 +21,7 @@ CGPROGRAM
#include "UnityStandardBRDF.cginc" #include "UnityStandardBRDF.cginc"
#include "UnityPBSLighting.cginc" #include "UnityPBSLighting.cginc"
#include "../Includes/AtgStandardBRDF.cginc" #include "./AtgStandardBRDF.cginc"
sampler2D _CameraGBufferTexture0; sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1; sampler2D _CameraGBufferTexture1;

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@ -31,7 +31,7 @@ CGPROGRAM
#include "UnityStandardUtils.cginc" #include "UnityStandardUtils.cginc"
#include "UnityStandardBRDF.cginc" #include "UnityStandardBRDF.cginc"
#include "../Includes/AtgStandardBRDF.cginc" #include "./AtgStandardBRDF.cginc"
sampler2D _CameraGBufferTexture0; sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1; sampler2D _CameraGBufferTexture1;

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@ -53,7 +53,7 @@ CBUFFER_START(AtgGrass)
float4 _AtgGrassFadeProps; float4 _AtgGrassFadeProps;
float4 _AtgGrassShadowFadeProps; float4 _AtgGrassShadowFadeProps;
CBUFFER_END CBUFFER_END
#include "../Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45 #if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer; StructuredBuffer<float4x4> GrassMatrixBuffer;
@ -146,7 +146,7 @@ CBUFFER_START(AtgGrass)
float4 _AtgGrassFadeProps; float4 _AtgGrassFadeProps;
float4 _AtgGrassShadowFadeProps; float4 _AtgGrassShadowFadeProps;
CBUFFER_END CBUFFER_END
#include "../Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45 #if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer; StructuredBuffer<float4x4> GrassMatrixBuffer;
@ -225,7 +225,7 @@ CGPROGRAM
#define DEPTHNORMAL #define DEPTHNORMAL
#include "TerrainEngine.cginc" #include "TerrainEngine.cginc"
#include "../Includes/FoliageInstancedIndirect_Vertex.cginc" #include "./FoliageInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45 #if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer; StructuredBuffer<float4x4> GrassMatrixBuffer;

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@ -1,133 +0,0 @@
Shader "NatureManufacture Shaders/Grass/Advanced Grass Standard"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.051
_HealthyColor("Healthy Color", Color) = (1,1,1,1)
_DryColor("Dry Color", Color) = (0.875,0.8280551,0.7270221,1)
_ColorNoiseSpread("Color Noise Spread", Float) = 15
_MainTex("MainTex", 2D) = "white" {}
[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
_BumpScale("BumpScale", Range( 0 , 2)) = 1
[NoScaleOffset]_AmbientOcclusionG("AO (G) Sm (A)", 2D) = "white" {}
_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0
_Metallic("Metallic", Range( 0 , 1)) = 0
_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
_InitialBend("Wind Initial Bend", Float) = 1
_Stiffness("Wind Stiffness", Float) = 1
_Drag("Wind Drag", Float) = 1
_ShiverDrag("Wind Shiver Drag", Float) = 0.05
_ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
_WindColorInfluence("Wind Color Influence", Vector) = (0,0,0,0)
_WindColorThreshold("Wind Color Threshold", Range( 0 , 10)) = 1
_WindNormalInfluence("Wind Normal Influence", Float) = 0
_CullFarStart("CullFarStart", Range( 0 , 10000)) = 40
_CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5
[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 1
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" }
Cull Off
CGPROGRAM
#include "UnityStandardUtils.cginc"
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _TOUCHREACTACTIVE_ON
#include "NMWind.cginc"
#include "NM_indirect.cginc"
#pragma vertex vert
#pragma multi_compile GPU_FRUSTUM_ON __
#pragma instancing_options procedural:setup
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
half2 uv_texcoord;
half ASEVFace : VFACE;
float3 worldPos;
float4 vertexColor : COLOR;
};
uniform half _BackFaceMirrorNormal;
uniform half _BumpScale;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half4 _HealthyColor;
uniform half4 _DryColor;
uniform half _ColorNoiseSpread;
uniform half3 _WindColorInfluence;
uniform half _WindColorThreshold;
uniform half _Metallic;
uniform sampler2D _AmbientOcclusionG;
uniform half _SmoothnessPower;
uniform half _AmbientOcclusionPower;
uniform float _Cutoff = 0.051;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
float3 switchResult436 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
o.Normal = lerp(tex2DNode4,switchResult436,_BackFaceMirrorNormal);
float3 ase_worldPos = i.worldPos;
float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z));
float simplePerlin2D430 = snoise( ( appendResult427 / _ColorNoiseSpread ) );
float4 lerpResult432 = lerp( _HealthyColor , _DryColor , simplePerlin2D430);
half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
float clampResult424 = clamp( i.vertexColor.r , 0.0 , 1.0 );
float3 lerpResult441 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult424 , _WindColorThreshold ));
o.Albedo = ( ( lerpResult432 * tex2DNode3 ) * half4( lerpResult441 , 0.0 ) ).rgb;
o.Metallic = _Metallic;
half4 tex2DNode98 = tex2D( _AmbientOcclusionG, uv0_MainTex );
o.Smoothness = ( tex2DNode98.a * _SmoothnessPower );
float clampResult150 = clamp( tex2DNode98.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
o.Occlusion = clampResult150;
o.Alpha = 1;
//clip( ( ( 1.0 - saturate( ( ( distance( ase_worldPos , _WorldSpaceCameraPos ) - _CullFarStart ) / _CullFarDistance ) ) ) * tex2DNode3.a ) - _Cutoff );
clip( tex2DNode3.a - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 4b0e02b3544aa7c45823f5479b9c4cbd
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -3,7 +3,7 @@
#include "UnityPBSLighting.cginc" #include "UnityPBSLighting.cginc"
#include "Includes/AtgStandardBRDF.cginc" #include "./AtgStandardBRDF.cginc"
//------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------

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@ -1,69 +0,0 @@
Shader "NatureManufacture Shaders/Trees/Cross Model Shader"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.65
_ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0)
_MainTex("MainTex", 2D) = "white" {}
_HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
_Smooothness("Smooothness", Float) = 0.3
_AO("AO", Float) = 1
[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
_BumpScale("BumpScale", Range( 0 , 3)) = 1
_InitialBend("Wind Initial Bend", Float) = 1
_Stiffness("Wind Stiffness", Float) = 1
_Drag("Wind Drag", Float) = 0.2
_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _TOUCHREACTACTIVE_ON
#include "NMWindNoShiver.cginc"
#include "NM_indirect.cginc"
#pragma vertex vert
#pragma instancing_options procedural:setup
#pragma multi_compile GPU_FRUSTUM_ON __
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
struct Input
{
float2 uv_texcoord;
};
uniform float _BumpScale;
uniform sampler2D _BumpMap;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform float4 _HealthyColor;
uniform float3 _ColorAdjustment;
uniform float _Smooothness;
uniform float _AO;
uniform float _Cutoff = 0.65;
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb;
float3 temp_cast_2 = (0.0).xxx;
o.Specular = temp_cast_2;
o.Smoothness = _Smooothness;
o.Occlusion = _AO;
o.Alpha = 1;
clip( tex2DNode2.a - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 042300eb8a13c2d479b4aac10b4cc518
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,48 +0,0 @@
Shader "TOZ/Object/TriProj/World/Diffuse" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 200
CGPROGRAM
#pragma surface surf Lambert vertex:vert
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx) * _Color;
o.Albedo = col.rgb;
o.Alpha = col.a;
}
ENDCG
}
FallBack "Legacy Shaders/Diffuse"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 5a5cacf69adadff468aa01ca2d5202fc
timeCreated: 1426271566
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,167 +0,0 @@
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "TOZ/Object/TriProj/Terrain/Diffuse" {
Properties {
_Blend("Blending", Range (0.01, 0.4)) = 0.2
_TextureScale("Texture Scale", Float) = 500.0
// set by terrain engine
[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
//used in fallback on old cards & base map
[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
}
SubShader {
Tags { "SplatCount" = "4" "Queue" = "Geometry-99" "RenderType" = "Opaque" }
CGPROGRAM
#pragma target 3.0
#pragma surface surf Lambert vertex:vert finalcolor:myfinal exclude_path:prepass exclude_path:deferred
#pragma multi_compile_fog
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
sampler2D _Control;
sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
#ifdef _TERRAIN_NORMAL_MAP
sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
#endif
float4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
fixed _Blend;
float _TextureScale;
struct Input {
float2 uv_Control : TEXCOORD0;
float3 norm : TEXCOORD1;
float3 worldPos;
UNITY_FOG_COORDS(2)
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.norm = n / (n.x + n.y + n.z).xxx;
float4 pos = UnityObjectToClipPos (v.vertex);
UNITY_TRANSFER_FOG(o, pos);
#ifdef _TERRAIN_NORMAL_MAP
v.tangent.xyz = cross(v.normal, float3(0, 0, 1));
v.tangent.w = -1;
#endif
}
void surf (Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float3 oPos = mul(unity_WorldToObject, fixed4(IN.worldPos, 1.0)).xyz * (1.0 / _TextureScale);
fixed4 splat_control = tex2D(_Control, IN.uv_Control);
half weight = dot(splat_control, half4(1, 1, 1, 1));
#ifndef UNITY_PASS_DEFERRED
splat_control /= (weight + 1e-3f); // avoid NaNs in splat_control
#endif
#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
clip(weight - 0.0039 /*1/255*/);
#endif
float2 uvx, uvy, uvz;
fixed4 cx, cy, cz, col;
fixed4 nx, ny, nz, nrm;
//Splat0
uvx = (oPos.yz - _Splat0_ST.zw) * _Splat0_ST.xy;
uvy = (oPos.xz - _Splat0_ST.zw) * _Splat0_ST.xy;
uvz = (oPos.xy - _Splat0_ST.zw) * _Splat0_ST.xy;
cx = (splat_control.r * tex2D(_Splat0, uvx)) * IN.norm.xxxx;
cy = (splat_control.r * tex2D(_Splat0, uvy)) * IN.norm.yyyy;
cz = (splat_control.r * tex2D(_Splat0, uvz)) * IN.norm.zzzz;
col = (cx + cy + cz);
#ifdef _TERRAIN_NORMAL_MAP
nx = (splat_control.r * tex2D(_Normal0, uvx)) * IN.norm.xxxx;
ny = (splat_control.r * tex2D(_Normal0, uvy)) * IN.norm.yyyy;
nz = (splat_control.r * tex2D(_Normal0, uvz)) * IN.norm.zzzz;
nrm = (nx + ny + nz);
#endif
//Splat1
uvx = (oPos.yz - _Splat1_ST.zw) * _Splat1_ST.xy;
uvy = (oPos.xz - _Splat1_ST.zw) * _Splat1_ST.xy;
uvz = (oPos.xy - _Splat1_ST.zw) * _Splat1_ST.xy;
cx = (splat_control.g * tex2D(_Splat1, uvx)) * IN.norm.xxxx;
cy = (splat_control.g * tex2D(_Splat1, uvy)) * IN.norm.yyyy;
cz = (splat_control.g * tex2D(_Splat1, uvz)) * IN.norm.zzzz;
col += (cx + cy + cz);
#ifdef _TERRAIN_NORMAL_MAP
nx = (splat_control.g * tex2D(_Normal1, uvx)) * IN.norm.xxxx;
ny = (splat_control.g * tex2D(_Normal1, uvy)) * IN.norm.yyyy;
nz = (splat_control.g * tex2D(_Normal1, uvz)) * IN.norm.zzzz;
nrm += (nx + ny + nz);
#endif
//Splat2
uvx = (oPos.yz - _Splat2_ST.zw) * _Splat2_ST.xy;
uvy = (oPos.xz - _Splat2_ST.zw) * _Splat2_ST.xy;
uvz = (oPos.xy - _Splat2_ST.zw) * _Splat2_ST.xy;
cx = (splat_control.b * tex2D(_Splat2, uvx)) * IN.norm.xxxx;
cy = (splat_control.b * tex2D(_Splat2, uvy)) * IN.norm.yyyy;
cz = (splat_control.b * tex2D(_Splat2, uvz)) * IN.norm.zzzz;
col += (cx + cy + cz);
#ifdef _TERRAIN_NORMAL_MAP
nx = (splat_control.b * tex2D(_Normal2, uvx)) * IN.norm.xxxx;
ny = (splat_control.b * tex2D(_Normal2, uvy)) * IN.norm.yyyy;
nz = (splat_control.b * tex2D(_Normal2, uvz)) * IN.norm.zzzz;
nrm += (nx + ny + nz);
#endif
//Splat3
uvx = (oPos.yz - _Splat3_ST.zw) * _Splat3_ST.xy;
uvy = (oPos.xz - _Splat3_ST.zw) * _Splat3_ST.xy;
uvz = (oPos.xy - _Splat3_ST.zw) * _Splat3_ST.xy;
cx = (splat_control.a * tex2D(_Splat3, uvx)) * IN.norm.xxxx;
cy = (splat_control.a * tex2D(_Splat3, uvy)) * IN.norm.yyyy;
cz = (splat_control.a * tex2D(_Splat3, uvz)) * IN.norm.zzzz;
col += (cx + cy + cz);
#ifdef _TERRAIN_NORMAL_MAP
nx = (splat_control.a * tex2D(_Normal3, uvx)) * IN.norm.xxxx;
ny = (splat_control.a * tex2D(_Normal3, uvy)) * IN.norm.yyyy;
nz = (splat_control.a * tex2D(_Normal3, uvz)) * IN.norm.zzzz;
nrm += (nx + ny + nz);
#endif
//Sum
col.rgb *= weight;
o.Albedo = col.rgb;
#ifdef _TERRAIN_NORMAL_MAP
o.Normal = UnpackNormal(nrm);
#endif
o.Alpha = 1.0;
}
void myfinal(Input IN, SurfaceOutput o, inout fixed4 color) {
//Add fog last
#ifdef TERRAIN_SPLAT_ADDPASS
UNITY_APPLY_FOG_COLOR(IN.fogCoord, color, fixed4(0, 0, 0, 0));
#else
UNITY_APPLY_FOG(IN.fogCoord, color);
#endif
}
ENDCG
}
Dependency "AddPassShader" = "TOZ/Object/TriProj/Terrain/Diffuse-AddPass"
Dependency "BaseMapShader" = "Diffuse"
Dependency "Details0" = "Hidden/TerrainEngine/Details/Vertexlit"
Dependency "Details1" = "Hidden/TerrainEngine/Details/WavingDoublePass"
Dependency "Details2" = "Hidden/TerrainEngine/Details/BillboardWavingDoublePass"
Dependency "Tree0" = "Hidden/TerrainEngine/BillboardTree"
Fallback "Nature/Terrain/Diffuse"
}

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@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: a57a3a6009e4f734d9d9c616f23c366d
timeCreated: 1426319269
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@ -1,53 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseBumped" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert vertex:vert
fixed4 _Color;
sampler2D _MainTex, _BumpMap;
float4 _MainTex_ST, _BumpMap_ST;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx) * _Color;
o.Albedo = col.rgb;
fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx)) * IN.weight.xxx;
fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy)) * IN.weight.yyy;
fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz)) * IN.weight.zzz;
o.Normal = bz + by + bx;
o.Alpha = col.a;
}
ENDCG
}
FallBack "Legacy Shaders/Bumped Diffuse"
}

View File

@ -1,9 +0,0 @@
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@ -1,61 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseBumpedSpec" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.01, 1)) = 0.078125
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
CGINCLUDE
fixed4 _Color;
sampler2D _MainTex, _BumpMap;
float4 _MainTex_ST;
half _Shininess;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx);
o.Albedo = col.rgb * _Color.rgb;
o.Gloss = col.a;
o.Specular = _Shininess;
fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx)) * IN.weight.xxx;
fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy)) * IN.weight.yyy;
fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz)) * IN.weight.zzz;
o.Normal = bz + by + bx;
o.Alpha = col.a * _Color.a;
}
ENDCG
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 400
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
ENDCG
}
FallBack "Legacy Shaders/Bumped Specular"
}

View File

@ -1,9 +0,0 @@
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View File

@ -1,58 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseDetail" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_DetailTex("Detail (RGB)", 2D) = "gray" {}
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 250
CGPROGRAM
#pragma surface surf Lambert vertex:vert
fixed4 _Color;
sampler2D _MainTex, _DetailTex;
float4 _MainTex_ST, _DetailTex_ST;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx) * _Color;
uvx = (IN.worldPos.yz - _DetailTex_ST.zw) * _DetailTex_ST.xy;
uvy = (IN.worldPos.xz - _DetailTex_ST.zw) * _DetailTex_ST.xy;
uvz = (IN.worldPos.xy - _DetailTex_ST.zw) * _DetailTex_ST.xy;
cz = tex2D(_DetailTex, uvx) * IN.weight.xxxx;
cy = tex2D(_DetailTex, uvy) * IN.weight.yyyy;
cx = tex2D(_DetailTex, uvz) * IN.weight.zzzz;
fixed4 det = (cz + cy + cx);
o.Albedo = col.rgb * det.rgb * unity_ColorSpaceDouble.r;
o.Alpha = col.a;
}
ENDCG
}
FallBack "Legacy Shaders/Diffuse Detail"
}

View File

@ -1,9 +0,0 @@
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@ -1,73 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseParallax" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Parallax("Height", Range (0.005, 0.08)) = 0.02
_ParallaxMap("Heightmap (A)", 2D) = "black" {}
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
CGINCLUDE
fixed4 _Color;
sampler2D _MainTex, _BumpMap, _ParallaxMap;
float4 _MainTex_ST;
float _Parallax;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
float3 dirView;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
o.dirView = WorldSpaceViewDir(v.vertex);
}
float2 Parallax2(half h, half height, half3 viewDir) {
h = h * height - height/2.0;
float3 v = normalize(viewDir);
return h * v.xy;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
half2 hz = Parallax2(tex2D(_ParallaxMap, uvx).w, _Parallax, IN.dirView.yzx) * IN.weight.x;
half2 hy = Parallax2(tex2D(_ParallaxMap, uvy).w, _Parallax, IN.dirView.xzy) * IN.weight.y;
half2 hx = Parallax2(tex2D(_ParallaxMap, uvz).w, _Parallax, IN.dirView.xyz) * IN.weight.z;
fixed2 h = hz + hy + hx;
fixed4 cz = tex2D(_MainTex, uvx + h) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy + h) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz + h) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx) * _Color;
o.Albedo = col.rgb;
fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx + h)) * IN.weight.xxx;
fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy + h)) * IN.weight.yyy;
fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz + h)) * IN.weight.zzz;
o.Normal = bz + by + bx;
o.Alpha = col.a;
}
ENDCG
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 600
CGPROGRAM
#pragma surface surf Lambert vertex:vert
#pragma target 3.0
ENDCG
}
FallBack "Legacy Shaders/Parallax Diffuse"
}

View File

@ -1,9 +0,0 @@
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View File

@ -1,78 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseParallaxSpec" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_BumpMap("Normalmap", 2D) = "bump" {}
_Parallax("Height", Range (0.005, 0.08)) = 0.02
_ParallaxMap("Heightmap (A)", 2D) = "black" {}
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.01, 1)) = 0.078125
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
CGINCLUDE
fixed4 _Color;
sampler2D _MainTex, _BumpMap, _ParallaxMap;
float4 _MainTex_ST;
float _Parallax;
half _Shininess;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
float3 dirView;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
o.dirView = ObjSpaceViewDir(v.vertex);
}
float2 Parallax2(half h, half height, half3 viewDir) {
h = h * height - height/2.0;
float3 v = normalize(viewDir);
return h * v.xy;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
half2 hz = Parallax2(tex2D(_ParallaxMap, uvx).w, _Parallax, IN.dirView.yzx) * IN.weight.x;
half2 hy = Parallax2(tex2D(_ParallaxMap, uvy).w, _Parallax, IN.dirView.xzy) * IN.weight.y;
half2 hx = Parallax2(tex2D(_ParallaxMap, uvz).w, _Parallax, IN.dirView.xyz) * IN.weight.z;
fixed2 h = hz + hy + hx;
fixed4 cz = tex2D(_MainTex, uvx + h) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy + h) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz + h) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx);
o.Albedo = col.rgb * _Color.rgb;
o.Gloss = col.a;
o.Specular = _Shininess;
fixed3 bz = UnpackNormal(tex2D(_BumpMap, uvx + h)) * IN.weight.xxx;
fixed3 by = UnpackNormal(tex2D(_BumpMap, uvy + h)) * IN.weight.yyy;
fixed3 bx = UnpackNormal(tex2D(_BumpMap, uvz + h)) * IN.weight.zzz;
o.Normal = bz + by + bx;
o.Alpha = col.a * _Color.a;
}
ENDCG
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 600
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
#pragma target 3.0
ENDCG
}
FallBack "Legacy Shaders/Parallax Specular"
}

View File

@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 79661797b7c32ca47afcdea68aa90ddd
timeCreated: 1426272599
licenseType: Store
ShaderImporter:
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userData:
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View File

@ -1,53 +0,0 @@
Shader "TOZ/Object/TriProj/World/DiffuseSpec" {
Properties {
_Color("Main Color", Color) = (1, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_SpecColor("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
_Shininess("Shininess", Range(0.01, 1)) = 0.078125
_Blend("Blending", Range (0.01, 0.4)) = 0.2
}
SubShader {
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
LOD 300
CGPROGRAM
#pragma surface surf BlinnPhong vertex:vert
fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
half _Shininess;
fixed _Blend;
struct Input {
float3 weight : TEXCOORD0;
float3 worldPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
fixed3 n = max(abs(v.normal) - _Blend, 0);
o.weight = n / (n.x + n.y + n.z).xxx;
}
void surf(Input IN, inout SurfaceOutput o) {
//Unity 5 texture interpolators already fill in limits, and no room for packing
//So we do the uvs per pixel :(
float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
fixed4 col = (cz + cy + cx);
o.Albedo = col.rgb * _Color.rgb;
o.Gloss = col.a;
o.Alpha = col.a * _Color.a;
o.Specular = _Shininess;
}
ENDCG
}
FallBack "Legacy Shaders/Specular"
}

View File

@ -1,9 +0,0 @@
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File diff suppressed because it is too large Load Diff

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@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: e48cc35c52cfcee47876ab89b1e21c92 guid: 855e1b7d514c442498370d0fb61777c3
ScriptedImporter: ScriptedImporter:
internalIDToNameTable: [] internalIDToNameTable: []
externalObjects: {} externalObjects: {}
@ -7,4 +7,4 @@ ScriptedImporter:
userData: userData:
assetBundleName: assetBundleName:
assetBundleVariant: assetBundleVariant:
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}

View File

@ -37,7 +37,7 @@ Shader "Hidden/EnviroDistanceBlur"
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA #pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag_prefilter #pragma fragment frag_prefilter
#pragma target 3.0 #pragma target 3.0
@ -50,7 +50,7 @@ Shader "Hidden/EnviroDistanceBlur"
CGPROGRAM CGPROGRAM
#define ANTI_FLICKER 1 #define ANTI_FLICKER 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA #pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag_prefilter #pragma fragment frag_prefilter
#pragma target 3.0 #pragma target 3.0
@ -61,7 +61,7 @@ Shader "Hidden/EnviroDistanceBlur"
{ {
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag_downsample1 #pragma fragment frag_downsample1
#pragma target 3.0 #pragma target 3.0
@ -73,7 +73,7 @@ Shader "Hidden/EnviroDistanceBlur"
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#define ANTI_FLICKER 1 #define ANTI_FLICKER 1
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag_downsample1 #pragma fragment frag_downsample1
#pragma target 3.0 #pragma target 3.0
@ -84,7 +84,7 @@ Shader "Hidden/EnviroDistanceBlur"
{ {
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag_downsample2 #pragma fragment frag_downsample2
#pragma target 3.0 #pragma target 3.0
@ -95,7 +95,7 @@ Shader "Hidden/EnviroDistanceBlur"
{ {
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert_multitex #pragma vertex vert_multitex
#pragma fragment frag_upsample #pragma fragment frag_upsample
#pragma target 3.0 #pragma target 3.0
@ -107,7 +107,7 @@ Shader "Hidden/EnviroDistanceBlur"
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#define HIGH_QUALITY 1 #define HIGH_QUALITY 1
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert_multitex #pragma vertex vert_multitex
#pragma fragment frag_upsample #pragma fragment frag_upsample
#pragma target 3.0 #pragma target 3.0
@ -119,7 +119,7 @@ Shader "Hidden/EnviroDistanceBlur"
ZTest Always Cull Off ZWrite Off ZTest Always Cull Off ZWrite Off
CGPROGRAM CGPROGRAM
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA #pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert_multitex #pragma vertex vert_multitex
#pragma fragment frag_upsample_final #pragma fragment frag_upsample_final
#pragma target 3.0 #pragma target 3.0
@ -132,7 +132,7 @@ Shader "Hidden/EnviroDistanceBlur"
CGPROGRAM CGPROGRAM
#define HIGH_QUALITY 1 #define HIGH_QUALITY 1
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA #pragma multi_compile _ UNITY_COLORSPACE_GAMMA
#include "../Core/EnviroBlurCore.cginc" #include "./EnviroBlurCore.cginc"
#pragma vertex vert_multitex #pragma vertex vert_multitex
#pragma fragment frag_upsample_final #pragma fragment frag_upsample_final
#pragma target 3.0 #pragma target 3.0

View File

@ -30,8 +30,8 @@ Shader "Enviro/Standard/EnviroFogRendering"
// End: LuxWater // End: LuxWater
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../Core/EnviroVolumeLightCore.cginc" #include "./EnviroVolumeLightCore.cginc"
#include "../../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
//uniform sampler2D _MainTex; //uniform sampler2D _MainTex;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);

View File

@ -30,8 +30,8 @@ Shader "Enviro/Standard/EnviroFogRenderingSimple"
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../Core/EnviroVolumeLightCore.cginc" #include "./EnviroVolumeLightCore.cginc"
#include "../../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform float4 _MainTex_TexelSize; uniform float4 _MainTex_TexelSize;

View File

@ -27,7 +27,7 @@ Shader "Enviro/Lite/EnviroFogRendering"
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
uniform float4 _MainTex_TexelSize; uniform float4 _MainTex_TexelSize;

View File

@ -33,7 +33,7 @@ Category {
uniform float3 _SunDir; uniform float3 _SunDir;
uniform half4 _EnviroSkyFog; uniform half4 _EnviroSkyFog;
#else #else
#include "Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
#endif #endif
uniform sampler2D _MainTex; uniform sampler2D _MainTex;

View File

@ -22,7 +22,7 @@ Category {
#pragma multi_compile_fog #pragma multi_compile_fog
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _TintColor; fixed4 _TintColor;

View File

@ -23,7 +23,7 @@ Category {
#pragma exclude_renderers gles #pragma exclude_renderers gles
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _TintColor; fixed4 _TintColor;

View File

@ -23,7 +23,7 @@ Category {
#pragma multi_compile_fog #pragma multi_compile_fog
#pragma exclude_renderers gles #pragma exclude_renderers gles
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _TintColor; fixed4 _TintColor;

View File

@ -23,8 +23,8 @@
#pragma multi_compile __ ENVIRO_HALTONOFFSET #pragma multi_compile __ ENVIRO_HALTONOFFSET
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
#include "Core/EnviroVolumeCloudsCore.cginc" #include "./EnviroVolumeCloudsCore.cginc"
uniform half4 _MainTex_ST; uniform half4 _MainTex_ST;
float4x4 _LeftWorldFromView; float4x4 _LeftWorldFromView;

View File

@ -13,7 +13,7 @@
LOD 200 LOD 200
CGPROGRAM CGPROGRAM
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog #pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
#pragma target 3.0 #pragma target 3.0

View File

@ -48,7 +48,7 @@ Shader "Enviro/Standard/VolumeLight"
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc" #include "UnityDeferredLibrary.cginc"
#include "../Core/EnviroVolumeLightCore.cginc" #include "./EnviroVolumeLightCore.cginc"
struct appdata struct appdata
{ {

View File

@ -24,7 +24,7 @@ Category {
#pragma exclude_renderers gles #pragma exclude_renderers gles
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _TintColor; fixed4 _TintColor;

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@ -24,7 +24,7 @@ Category {
#pragma exclude_renderers gles #pragma exclude_renderers gles
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc" #include "./EnviroFogCore.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed4 _TintColor; fixed4 _TintColor;

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@ -1,188 +0,0 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/GlobalFog" {
Properties {
_MainTex ("Base (RGB)", 2D) = "black" {}
}
CGINCLUDE
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform sampler2D_float _CameraDepthTexture;
// x = fog height
// y = FdotC (CameraY-FogHeight)
// z = k (FdotC > 0.0)
// w = a/2
uniform float4 _HeightParams;
// x = start distance
uniform float4 _DistanceParams;
int4 _SceneFogMode; // x = fog mode, y = use radial flag
float4 _SceneFogParams;
#ifndef UNITY_APPLY_FOG
half4 unity_FogColor;
half4 unity_FogDensity;
#endif
uniform float4 _MainTex_TexelSize;
// for fast world space reconstruction
uniform float4x4 _FrustumCornersWS;
uniform float4 _CameraWS;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 uv_depth : TEXCOORD1;
float4 interpolatedRay : TEXCOORD2;
};
v2f vert (appdata_img v)
{
v2f o;
half index = v.vertex.z;
v.vertex.z = 0.1;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.uv_depth = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv.y = 1-o.uv.y;
#endif
o.interpolatedRay = _FrustumCornersWS[(int)index];
o.interpolatedRay.w = index;
return o;
}
// Applies one of standard fog formulas, given fog coordinate (i.e. distance)
half ComputeFogFactor (float coord)
{
float fogFac = 0.0;
if (_SceneFogMode.x == 1) // linear
{
// factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start))
fogFac = coord * _SceneFogParams.z + _SceneFogParams.w;
}
if (_SceneFogMode.x == 2) // exp
{
// factor = exp(-density*z)
fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac);
}
if (_SceneFogMode.x == 3) // exp2
{
// factor = exp(-(density*z)^2)
fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac);
}
return saturate(fogFac);
}
// Distance-based fog
float ComputeDistance (float3 camDir, float zdepth)
{
float dist;
if (_SceneFogMode.y == 1)
dist = length(camDir);
else
dist = zdepth * _ProjectionParams.z;
// Built-in fog starts at near plane, so match that by
// subtracting the near value. Not a perfect approximation
// if near plane is very large, but good enough.
dist -= _ProjectionParams.y;
return dist;
}
// Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf
float ComputeHalfSpace (float3 wsDir)
{
float3 wpos = _CameraWS + wsDir;
float FH = _HeightParams.x;
float3 C = _CameraWS;
float3 V = wsDir;
float3 P = wpos;
float3 aV = _HeightParams.w * V;
float FdotC = _HeightParams.y;
float k = _HeightParams.z;
float FdotP = P.y-FH;
float FdotV = wsDir.y;
float c1 = k * (FdotP + FdotC);
float c2 = (1-2*k) * FdotP;
float g = min(c2, 0.0);
g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f));
return g;
}
half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target
{
half4 sceneColor = tex2D(_MainTex, i.uv);
// Reconstruct world space position & direction
// towards this screen pixel.
float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth);
float dpth = Linear01Depth(rawDepth);
float4 wsDir = dpth * i.interpolatedRay;
float4 wsPos = _CameraWS + wsDir;
// Compute fog distance
float g = _DistanceParams.x;
if (distance)
g += ComputeDistance (wsDir, dpth);
if (height)
g += ComputeHalfSpace (wsDir);
// Compute fog amount
half fogFac = ComputeFogFactor (max(0.0,g));
// Do not fog skybox
if (rawDepth >= 0.999999)
fogFac = 1.0;
//return fogFac; // for debugging
// Lerp between fog color & original scene color
// by fog amount
return lerp (unity_FogColor, sceneColor, fogFac);
}
ENDCG
SubShader
{
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
// 0: distance + height
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); }
ENDCG
}
// 1: distance
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); }
ENDCG
}
// 2: height
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); }
ENDCG
}
}
Fallback off
}

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@ -1,4 +0,0 @@
fileFormatVersion: 2
guid: 70d8568987ac0499f952b54c7c13e265
ShaderImporter:
userData:

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@ -16,7 +16,7 @@ SubShader {
#pragma multi_compile __ GLOBALSNOW_TERRAINMARKS #pragma multi_compile __ GLOBALSNOW_TERRAINMARKS
#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1 #define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
#define GLOBALSNOW_IS_TERRAIN 1 #define GLOBALSNOW_IS_TERRAIN 1
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
void vert (inout appdata_full v, out Input o) { void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o); UNITY_INITIALIZE_OUTPUT(Input,o);
@ -53,7 +53,7 @@ SubShader {
#pragma multi_compile __ GLOBALSNOW_TERRAINMARKS #pragma multi_compile __ GLOBALSNOW_TERRAINMARKS
#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1 #define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
#define GLOBALSNOW_IS_TERRAIN 1 #define GLOBALSNOW_IS_TERRAIN 1
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
void surf (Input IN, inout SurfaceOutput o) { void surf (Input IN, inout SurfaceOutput o) {
SetSnowCoverage(IN, o); SetSnowCoverage(IN, o);
@ -71,7 +71,7 @@ SubShader {
#pragma target 3.0 #pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING #pragma multi_compile __ GLOBALSNOW_FLAT_SHADING
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
void surf (Input IN, inout SurfaceOutput o) { void surf (Input IN, inout SurfaceOutput o) {
// Check alpha // Check alpha
@ -165,7 +165,7 @@ SubShader {
#define GLOBALSNOW_MOVING_OBJECT #define GLOBALSNOW_MOVING_OBJECT
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "TerrainEngine.cginc" #include "TerrainEngine.cginc"
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
void vert (inout appdata_full v, out Input data) { void vert (inout appdata_full v, out Input data) {
UNITY_INITIALIZE_OUTPUT(Input, data); UNITY_INITIALIZE_OUTPUT(Input, data);
@ -199,9 +199,9 @@ SubShader {
#pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES #pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES
#define ENABLE_WIND #define ENABLE_WIND
#include "GlobalSnowForwardOptions.cginc" #include "./GlobalSnowForwardOptions.cginc"
#include "SpeedTree/SnowedSpeedTreeCommon.cginc" #include "./SnowedSpeedTreeCommon.cginc"
#include "SpeedTree/SnowedSpeedTree.cginc" #include "./SnowedSpeedTree.cginc"
void surf(Input IN, inout SurfaceOutput OUT) { void surf(Input IN, inout SurfaceOutput OUT) {
#if GEOM_TYPE_LEAF && GLOBALSNOW_DISCARD_LEAVES #if GEOM_TYPE_LEAF && GLOBALSNOW_DISCARD_LEAVES
@ -231,7 +231,7 @@ Pass
#pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES #pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES
#pragma multi_compile_shadowcaster #pragma multi_compile_shadowcaster
#define ENABLE_WIND #define ENABLE_WIND
#include "SpeedTree/SnowedSpeedTreeCommon.cginc" #include "./SnowedSpeedTreeCommon.cginc"
struct v2f struct v2f
{ {
@ -288,8 +288,8 @@ SubShader {
#pragma multi_compile __ LOD_FADE_CROSSFADE #pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#define ENABLE_WIND #define ENABLE_WIND
#include "SpeedTree/SnowedSpeedTreeBillboardCommon.cginc" #include "./SnowedSpeedTreeBillboardCommon.cginc"
#include "SpeedTree/SnowedSpeedTreeBillboard.cginc" #include "./SnowedSpeedTreeBillboard.cginc"
void surf(Input IN, inout SurfaceOutput OUT) void surf(Input IN, inout SurfaceOutput OUT)
{ {
@ -312,9 +312,9 @@ CGPROGRAM
#pragma surface surf Lambert vertex:WavingGrassVert keepalpha exclude_path:deferred exclude_path:prepass nometa #pragma surface surf Lambert vertex:WavingGrassVert keepalpha exclude_path:deferred exclude_path:prepass nometa
#pragma target 3.0 #pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#include "GlobalSnowForwardOptions.cginc" #include "./GlobalSnowForwardOptions.cginc"
#include "TerrainEngine.cginc" #include "TerrainEngine.cginc"
#include "Nature/SnowedGrass.cginc" #include "./SnowedGrass.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed _Cutoff; fixed _Cutoff;
@ -376,10 +376,10 @@ CGPROGRAM
#pragma surface surf Lambert vertex:WavingGrassBillboardVert nolightmap keepalpha exclude_path:deferred exclude_path:prepass nometa noforwardadd #pragma surface surf Lambert vertex:WavingGrassBillboardVert nolightmap keepalpha exclude_path:deferred exclude_path:prepass nometa noforwardadd
#pragma target 3.0 #pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#include "GlobalSnowForwardOptions.cginc" #include "./GlobalSnowForwardOptions.cginc"
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "TerrainEngine.cginc" #include "TerrainEngine.cginc"
#include "Nature/SnowedGrass.cginc" #include "./SnowedGrass.cginc"
sampler2D _MainTex; sampler2D _MainTex;
fixed _Cutoff; fixed _Cutoff;
@ -444,7 +444,7 @@ CGPROGRAM
#pragma target 3.0 #pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#include "UnityBuiltin3xTreeLibrary.cginc" #include "UnityBuiltin3xTreeLibrary.cginc"
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
void surf (Input IN, inout SurfaceOutput o) { void surf (Input IN, inout SurfaceOutput o) {
SetSnowCoverage(IN, o); SetSnowCoverage(IN, o);
@ -464,7 +464,7 @@ SubShader {
#pragma target 3.0 #pragma target 3.0
#pragma fragmentoption ARB_precision_hint_fastest #pragma fragmentoption ARB_precision_hint_fastest
#include "UnityBuiltin3xTreeLibrary.cginc" #include "UnityBuiltin3xTreeLibrary.cginc"
#include "BasicCoverage.cginc" #include "./BasicCoverage.cginc"
fixed _Cutoff; fixed _Cutoff;
@ -492,7 +492,7 @@ SubShader {
#define GLOBALSNOW_IGNORE_SURFACE_NORMAL 1 #define GLOBALSNOW_IGNORE_SURFACE_NORMAL 1
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "TerrainEngine.cginc" #include "TerrainEngine.cginc"
#include "GlobalSnow.cginc" #include "./GlobalSnow.cginc"
fixed _Cutoff; fixed _Cutoff;

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@ -79,7 +79,7 @@
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals // assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
#pragma instancing_options assumeuniformscaling procedural:setup #pragma instancing_options assumeuniformscaling procedural:setup
#define ISGRASS #define ISGRASS
#include "Includes/AtgPBSLighting.cginc" #include "./AtgPBSLighting.cginc"
// Inputs for vertex shader // Inputs for vertex shader
float _Clip; float _Clip;
@ -106,8 +106,8 @@
// Include all general inputs and vertex functions // Include all general inputs and vertex functions
#define GRASSUSESTEXTUREARRAYS #define GRASSUSESTEXTUREARRAYS
#include "Includes/GrassInstancedIndirect_Inputs.cginc" #include "./GrassInstancedIndirect_Inputs.cginc"
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
// Inputs for the pixelshader // Inputs for the pixelshader
UNITY_DECLARE_TEX2DARRAY(_MainTexArray); UNITY_DECLARE_TEX2DARRAY(_MainTexArray);

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@ -140,7 +140,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
#define GRASSUSESTEXTUREARRAYS #define GRASSUSESTEXTUREARRAYS
#define DEPTHONLY #define DEPTHONLY
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID) //v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
v2f vert (appdata_grassinstanced_depth v) { v2f vert (appdata_grassinstanced_depth v) {
@ -283,7 +283,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
#define UNITY_PASS_SHADOWCASTER #define UNITY_PASS_SHADOWCASTER
#endif #endif
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID) //v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
v2f vert (appdata_grassinstanced_depth v) { v2f vert (appdata_grassinstanced_depth v) {
@ -369,7 +369,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals // assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
#pragma instancing_options assumeuniformscaling procedural:setup #pragma instancing_options assumeuniformscaling procedural:setup
#define ISGRASS #define ISGRASS
#include "Includes/AtgPBSLighting.cginc" #include "./AtgPBSLighting.cginc"
// Inputs for vertex shader // Inputs for vertex shader
float _Clip; float _Clip;
@ -393,8 +393,8 @@ float InstanceScale;
// Include all general inputs and vertex functions // Include all general inputs and vertex functions
#define GRASSUSESTEXTUREARRAYS #define GRASSUSESTEXTUREARRAYS
#include "Includes/GrassInstancedIndirect_Inputs.cginc" #include "./GrassInstancedIndirect_Inputs.cginc"
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
// Inputs for the pixelshader // Inputs for the pixelshader
UNITY_DECLARE_TEX2DARRAY(_MainTexArray); UNITY_DECLARE_TEX2DARRAY(_MainTexArray);

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@ -69,7 +69,7 @@
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals // assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
#pragma instancing_options assumeuniformscaling procedural:setup #pragma instancing_options assumeuniformscaling procedural:setup
#define ISGRASS #define ISGRASS
#include "Includes/AtgPBSLighting.cginc" #include "./AtgPBSLighting.cginc"
// Inputs for vertex shader // Inputs for vertex shader
@ -92,8 +92,8 @@
half _ScaleMode; half _ScaleMode;
// Include all general inputs and vertex functions // Include all general inputs and vertex functions
#include "Includes/GrassInstancedIndirect_Inputs.cginc" #include "./GrassInstancedIndirect_Inputs.cginc"
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
// Inputs for the pixelshader // Inputs for the pixelshader

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@ -127,7 +127,7 @@
#define DEPTHONLY #define DEPTHONLY
#define UNITY_PROCEDURAL_INSTANCING_ENABLED #define UNITY_PROCEDURAL_INSTANCING_ENABLED
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID) //v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
v2f vert (appdata_grassinstanced_depth v) { v2f vert (appdata_grassinstanced_depth v) {
@ -260,7 +260,7 @@
#define UNITY_PASS_SHADOWCASTER #define UNITY_PASS_SHADOWCASTER
#endif #endif
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID) //v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
v2f vert (appdata_grassinstanced_depth v) { v2f vert (appdata_grassinstanced_depth v) {
@ -337,7 +337,7 @@
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals // assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
#pragma instancing_options assumeuniformscaling procedural:setup #pragma instancing_options assumeuniformscaling procedural:setup
#define ISGRASS #define ISGRASS
#include "Includes/AtgPBSLighting.cginc" #include "./AtgPBSLighting.cginc"
// Inputs for vertex shader // Inputs for vertex shader
float _Clip; float _Clip;
@ -356,8 +356,8 @@
half _ScaleMode; half _ScaleMode;
// Include all general inputs and vertex functions // Include all general inputs and vertex functions
#include "Includes/GrassInstancedIndirect_Inputs.cginc" #include "./GrassInstancedIndirect_Inputs.cginc"
#include "Includes/GrassInstancedIndirect_Vertex.cginc" #include "./GrassInstancedIndirect_Vertex.cginc"
// Inputs for the pixelshader // Inputs for the pixelshader
sampler2D _MainTex; sampler2D _MainTex;

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@ -1,150 +0,0 @@
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Effects/Mobile/Ice/IceVert" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_ReflectColor ("Reflection Color", Color) = (1,1,1,0.5)
_MainTex ("Base (RGB) Gloss (A)", 2D) = "black" {}
_BumpMap ("Normalmap", 2D) = "bump" {}
_HeightMap ("_HeightMap (r)", 2D) = "white" {}
_Height ("_Height", Float) = 0.3
_OffsetXHeightMap ("_OffsetXHeightMap", Range (0, 1)) = 0
_OffsetYHeightMap ("_OffsetYHeightMap", Range (0, 1)) = 0
_FPOW("FPOW Fresnel", Float) = 5.0
_R0("R0 Fresnel", Float) = 0.05
_Cutoff ("Emission strength", Range (0, 1)) = 0.5
_MainTexAlpha ("_MainTexAlpha", range (0, 2)) = 1
_BumpAmt ("Distortion", Float)= 10
_RefractiveStrength ("Refractive Strength", Float) = 0
}
Category {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite Off
SubShader {
Pass {
Name "BASE"
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma glsl
#include "UnityCG.cginc"
sampler2D _MainTex;
sampler2D _BumpMap;
sampler2D _HeightMap;
float _BumpAmt;
sampler2D _GrabTextureMobile;
float4 _GrabTextureMobile_TexelSize;
float4 _Color;
float4 _ReflectColor;
float _Shininess;
float _FPOW;
float _R0;
float _Cutoff;
float _Height;
float _OffsetXHeightMap;
float _OffsetYHeightMap;
float _MainTexAlpha;
float _RefractiveStrength;
float4 _LightColor0;
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct v2f {
half4 vertex : POSITION;
half2 uv_MainTex: TEXCOORD0;
half2 uv_BumpMap : TEXCOORD1;
half2 uv_HeightMap : TEXCOORD2;
half4 proj : TEXCOORD3;
half3 viewDir : TEXCOORD4;
half3 normalDir : TEXCOORD5;
half3 normal : TEXCOORD6;
half3 tangentSpaceLightDir : TEXCOORD7;
half3 refract : TEXCOORD8;
};
float4 _MainTex_ST;
float4 _BumpMap_ST;
float4 _HeightMap_ST;
v2f vert (appdata_tan v)
{
v2f o;
o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);
o.uv_BumpMap = TRANSFORM_TEX(v.texcoord, _BumpMap);
o.uv_HeightMap = TRANSFORM_TEX(v.texcoord, _HeightMap);
half4 coord = half4(v.texcoord.xy, 0 ,0);
coord.x += _OffsetXHeightMap;
coord.y += _OffsetYHeightMap;
half4 tex = tex2Dlod (_HeightMap, coord);
v.vertex.xyz += v.normal * _Height * tex.r;
o.vertex = UnityObjectToClipPos(v.vertex);
#if UNITY_UV_STARTS_AT_TOP
half scale = -1.0;
#else
half scale = 1.0;
#endif
o.proj.xy = (half2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5;
o.proj.zw = o.vertex.zw;
o.normal = v.normal;
float3 binormal = cross( v.normal, v.tangent.xyz ) * v.tangent.w;
float3x3 rotation = float3x3( v.tangent.xyz, binormal, v.normal );
o.viewDir = normalize(ObjSpaceViewDir(v.vertex));
o.normalDir = normalize(mul(half4(v.normal, 0.0), unity_WorldToObject).xyz);
o.tangentSpaceLightDir = mul(rotation, normalize(ObjSpaceViewDir(v.vertex)));
o.refract = refract(normalize(mul (rotation, ObjSpaceViewDir(v.vertex))), fixed3(0,0,0), 1.0/_RefractiveStrength);
return o;
}
fixed4 frag (v2f i) : COLOR
{
fixed4 tex = tex2D(_MainTex, i.uv_MainTex) * _Color;
fixed3 normal = UnpackNormal(tex2D(_BumpMap, i.uv_BumpMap));
half rampSample = dot(normal, i.tangentSpaceLightDir);
half fresnel = saturate(1.0 - dot(i.normal, i.viewDir*rampSample));
fresnel = pow(fresnel, _FPOW);
fresnel = _R0 + (1.0 - _R0) * fresnel;
half2 offset;
offset = i.refract.xy + normal.rg * _BumpAmt * _GrabTextureMobile_TexelSize.xy;
i.proj.xy = offset * i.proj.z + i.proj.xy;
half4 col = tex2Dproj(_GrabTextureMobile, UNITY_PROJ_COORD(i.proj));
half4 colTex = tex2D(_MainTex, i.uv_BumpMap + offset);
fixed4 emission = col * _Color
+ colTex.r * _MainTexAlpha* _LightColor0
+ (fresnel *_ReflectColor) * _Cutoff * _LightColor0;
//+ (fresnelRim * _RimColor) * _Cutoff * _LightColor0;
emission.a = _Color.a;
return emission ;
}
ENDCG
}
}
}
}

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