Fix a bunch of shaders
This commit is contained in:
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cd9df45d08
commit
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@ -21,7 +21,7 @@ CGPROGRAM
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#include "UnityStandardBRDF.cginc"
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#include "UnityPBSLighting.cginc"
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#include "../Includes/AtgStandardBRDF.cginc"
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#include "./AtgStandardBRDF.cginc"
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sampler2D _CameraGBufferTexture0;
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sampler2D _CameraGBufferTexture1;
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@ -31,7 +31,7 @@ CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#include "UnityStandardBRDF.cginc"
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#include "../Includes/AtgStandardBRDF.cginc"
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#include "./AtgStandardBRDF.cginc"
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sampler2D _CameraGBufferTexture0;
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sampler2D _CameraGBufferTexture1;
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@ -53,7 +53,7 @@ CBUFFER_START(AtgGrass)
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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CBUFFER_END
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#include "../Includes/GrassInstancedIndirect_Vertex.cginc"
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#include "./GrassInstancedIndirect_Vertex.cginc"
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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@ -146,7 +146,7 @@ CBUFFER_START(AtgGrass)
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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CBUFFER_END
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#include "../Includes/GrassInstancedIndirect_Vertex.cginc"
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#include "./GrassInstancedIndirect_Vertex.cginc"
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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@ -225,7 +225,7 @@ CGPROGRAM
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#define DEPTHNORMAL
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#include "TerrainEngine.cginc"
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#include "../Includes/FoliageInstancedIndirect_Vertex.cginc"
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#include "./FoliageInstancedIndirect_Vertex.cginc"
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#if SHADER_TARGET >= 45
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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@ -1,133 +0,0 @@
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Shader "NatureManufacture Shaders/Grass/Advanced Grass Standard"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.051
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_HealthyColor("Healthy Color", Color) = (1,1,1,1)
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_DryColor("Dry Color", Color) = (0.875,0.8280551,0.7270221,1)
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_ColorNoiseSpread("Color Noise Spread", Float) = 15
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_MainTex("MainTex", 2D) = "white" {}
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 2)) = 1
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[NoScaleOffset]_AmbientOcclusionG("AO (G) Sm (A)", 2D) = "white" {}
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_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0
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_Metallic("Metallic", Range( 0 , 1)) = 0
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_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
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_InitialBend("Wind Initial Bend", Float) = 1
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_Stiffness("Wind Stiffness", Float) = 1
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_Drag("Wind Drag", Float) = 1
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_ShiverDrag("Wind Shiver Drag", Float) = 0.05
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_ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
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_WindColorInfluence("Wind Color Influence", Vector) = (0,0,0,0)
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_WindColorThreshold("Wind Color Threshold", Range( 0 , 10)) = 1
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_WindNormalInfluence("Wind Normal Influence", Float) = 0
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_CullFarStart("CullFarStart", Range( 0 , 10000)) = 40
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_CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5
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[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 1
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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" }
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Cull Off
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma shader_feature _TOUCHREACTACTIVE_ON
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#include "NMWind.cginc"
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#include "NM_indirect.cginc"
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#pragma vertex vert
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma instancing_options procedural:setup
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows
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struct Input
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{
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half2 uv_texcoord;
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half ASEVFace : VFACE;
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float3 worldPos;
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float4 vertexColor : COLOR;
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};
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uniform half _BackFaceMirrorNormal;
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uniform half _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform half4 _HealthyColor;
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uniform half4 _DryColor;
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uniform half _ColorNoiseSpread;
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uniform half3 _WindColorInfluence;
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uniform half _WindColorThreshold;
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uniform half _Metallic;
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uniform sampler2D _AmbientOcclusionG;
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uniform half _SmoothnessPower;
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uniform half _AmbientOcclusionPower;
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uniform float _Cutoff = 0.051;
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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float snoise( float2 v )
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{
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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float2 i = floor( v + dot( v, C.yy ) );
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float2 x0 = v - i + dot( i, C.xx );
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float2 i1;
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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float4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod2D289( i );
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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m = m * m;
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m = m * m;
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float3 x = 2.0 * frac( p * C.www ) - 1.0;
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float3 h = abs( x ) - 0.5;
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float3 ox = floor( x + 0.5 );
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float3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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float3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot( m, g );
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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float3 switchResult436 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
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o.Normal = lerp(tex2DNode4,switchResult436,_BackFaceMirrorNormal);
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float3 ase_worldPos = i.worldPos;
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float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z));
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float simplePerlin2D430 = snoise( ( appendResult427 / _ColorNoiseSpread ) );
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float4 lerpResult432 = lerp( _HealthyColor , _DryColor , simplePerlin2D430);
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half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
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float clampResult424 = clamp( i.vertexColor.r , 0.0 , 1.0 );
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float3 lerpResult441 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult424 , _WindColorThreshold ));
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o.Albedo = ( ( lerpResult432 * tex2DNode3 ) * half4( lerpResult441 , 0.0 ) ).rgb;
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o.Metallic = _Metallic;
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half4 tex2DNode98 = tex2D( _AmbientOcclusionG, uv0_MainTex );
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o.Smoothness = ( tex2DNode98.a * _SmoothnessPower );
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float clampResult150 = clamp( tex2DNode98.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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o.Occlusion = clampResult150;
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o.Alpha = 1;
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//clip( ( ( 1.0 - saturate( ( ( distance( ase_worldPos , _WorldSpaceCameraPos ) - _CullFarStart ) / _CullFarDistance ) ) ) * tex2DNode3.a ) - _Cutoff );
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clip( tex2DNode3.a - _Cutoff );
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 4b0e02b3544aa7c45823f5479b9c4cbd
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -3,7 +3,7 @@
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#include "UnityPBSLighting.cginc"
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#include "Includes/AtgStandardBRDF.cginc"
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#include "./AtgStandardBRDF.cginc"
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//-------------------------------------------------------------------------------------
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@ -1,69 +0,0 @@
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Shader "NatureManufacture Shaders/Trees/Cross Model Shader"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.65
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_ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0)
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_MainTex("MainTex", 2D) = "white" {}
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_HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
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_Smooothness("Smooothness", Float) = 0.3
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_AO("AO", Float) = 1
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 3)) = 1
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_InitialBend("Wind Initial Bend", Float) = 1
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_Stiffness("Wind Stiffness", Float) = 1
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_Drag("Wind Drag", Float) = 0.2
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_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
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Cull Back
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CGPROGRAM
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#include "UnityStandardUtils.cginc"
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#pragma target 3.0
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#pragma multi_compile_instancing
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#pragma shader_feature _TOUCHREACTACTIVE_ON
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#include "NMWindNoShiver.cginc"
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#include "NM_indirect.cginc"
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#pragma vertex vert
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#pragma instancing_options procedural:setup
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform float _BumpScale;
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uniform sampler2D _BumpMap;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform float4 _HealthyColor;
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uniform float3 _ColorAdjustment;
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uniform float _Smooothness;
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uniform float _AO;
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uniform float _Cutoff = 0.65;
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
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o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb;
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float3 temp_cast_2 = (0.0).xxx;
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o.Specular = temp_cast_2;
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o.Smoothness = _Smooothness;
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o.Occlusion = _AO;
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o.Alpha = 1;
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clip( tex2DNode2.a - _Cutoff );
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}
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ENDCG
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}
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Fallback "Diffuse"
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}
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 042300eb8a13c2d479b4aac10b4cc518
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,48 +0,0 @@
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Shader "TOZ/Object/TriProj/World/Diffuse" {
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Properties {
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_Color("Main Color", Color) = (1, 1, 1, 1)
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_MainTex("Base (RGB)", 2D) = "white" {}
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_Blend("Blending", Range (0.01, 0.4)) = 0.2
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}
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SubShader {
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert vertex:vert
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fixed4 _Color;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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fixed _Blend;
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struct Input {
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float3 weight : TEXCOORD0;
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float3 worldPos;
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};
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void vert(inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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fixed3 n = max(abs(v.normal) - _Blend, 0);
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o.weight = n / (n.x + n.y + n.z).xxx;
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}
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void surf(Input IN, inout SurfaceOutput o) {
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//Unity 5 texture interpolators already fill in limits, and no room for packing
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//So we do the uvs per pixel :(
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float2 uvx = (IN.worldPos.yz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvy = (IN.worldPos.xz - _MainTex_ST.zw) * _MainTex_ST.xy;
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float2 uvz = (IN.worldPos.xy - _MainTex_ST.zw) * _MainTex_ST.xy;
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fixed4 cz = tex2D(_MainTex, uvx) * IN.weight.xxxx;
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fixed4 cy = tex2D(_MainTex, uvy) * IN.weight.yyyy;
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fixed4 cx = tex2D(_MainTex, uvz) * IN.weight.zzzz;
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fixed4 col = (cz + cy + cx) * _Color;
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o.Albedo = col.rgb;
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o.Alpha = col.a;
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}
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ENDCG
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}
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FallBack "Legacy Shaders/Diffuse"
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}
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: 5a5cacf69adadff468aa01ca2d5202fc
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timeCreated: 1426271566
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licenseType: Store
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,167 +0,0 @@
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// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "TOZ/Object/TriProj/Terrain/Diffuse" {
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Properties {
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_Blend("Blending", Range (0.01, 0.4)) = 0.2
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_TextureScale("Texture Scale", Float) = 500.0
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// set by terrain engine
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[HideInInspector] _Control("Control (RGBA)", 2D) = "red" {}
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[HideInInspector] _Splat3("Layer 3 (A)", 2D) = "white" {}
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[HideInInspector] _Splat2("Layer 2 (B)", 2D) = "white" {}
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[HideInInspector] _Splat1("Layer 1 (G)", 2D) = "white" {}
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[HideInInspector] _Splat0("Layer 0 (R)", 2D) = "white" {}
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[HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {}
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[HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {}
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[HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {}
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[HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {}
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//used in fallback on old cards & base map
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[HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "white" {}
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[HideInInspector] _Color("Main Color", Color) = (1,1,1,1)
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}
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SubShader {
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Tags { "SplatCount" = "4" "Queue" = "Geometry-99" "RenderType" = "Opaque" }
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Lambert vertex:vert finalcolor:myfinal exclude_path:prepass exclude_path:deferred
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#pragma multi_compile_fog
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#pragma multi_compile __ _TERRAIN_NORMAL_MAP
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sampler2D _Control;
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sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
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#ifdef _TERRAIN_NORMAL_MAP
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sampler2D _Normal0, _Normal1, _Normal2, _Normal3;
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#endif
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float4 _Splat0_ST, _Splat1_ST, _Splat2_ST, _Splat3_ST;
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fixed _Blend;
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float _TextureScale;
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struct Input {
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float2 uv_Control : TEXCOORD0;
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float3 norm : TEXCOORD1;
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float3 worldPos;
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UNITY_FOG_COORDS(2)
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};
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input, o);
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fixed3 n = max(abs(v.normal) - _Blend, 0);
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o.norm = n / (n.x + n.y + n.z).xxx;
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float4 pos = UnityObjectToClipPos (v.vertex);
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UNITY_TRANSFER_FOG(o, pos);
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#ifdef _TERRAIN_NORMAL_MAP
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v.tangent.xyz = cross(v.normal, float3(0, 0, 1));
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v.tangent.w = -1;
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#endif
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}
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|
||||
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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a57a3a6009e4f734d9d9c616f23c366d
|
||||
timeCreated: 1426319269
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a22790ccc7f15cb45a28cd167383f6ef
|
||||
timeCreated: 1426271566
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 52dec469ebd4c1c47bc50e94a298d8ee
|
||||
timeCreated: 1426271565
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e30a1c0f592626e4da9cb596e9b5b1b1
|
||||
timeCreated: 1426271567
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 738543bd49b3d4141aa2aa62d1c18042
|
||||
timeCreated: 1426271566
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79661797b7c32ca47afcdea68aa90ddd
|
||||
timeCreated: 1426272599
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -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"
|
||||
}
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4592ffb3fca4dc24abf50aa6717630f3
|
||||
timeCreated: 1426271565
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
1060
Sources/Shaders/Edge_Distance.shadersubgraph
Normal file
1060
Sources/Shaders/Edge_Distance.shadersubgraph
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e48cc35c52cfcee47876ab89b1e21c92
|
||||
guid: 855e1b7d514c442498370d0fb61777c3
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
@ -7,4 +7,4 @@ ScriptedImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3}
|
||||
@ -37,7 +37,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_prefilter
|
||||
#pragma target 3.0
|
||||
@ -50,7 +50,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
CGPROGRAM
|
||||
#define ANTI_FLICKER 1
|
||||
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_prefilter
|
||||
#pragma target 3.0
|
||||
@ -61,7 +61,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_downsample1
|
||||
#pragma target 3.0
|
||||
@ -73,7 +73,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#define ANTI_FLICKER 1
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_downsample1
|
||||
#pragma target 3.0
|
||||
@ -84,7 +84,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag_downsample2
|
||||
#pragma target 3.0
|
||||
@ -95,7 +95,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
{
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert_multitex
|
||||
#pragma fragment frag_upsample
|
||||
#pragma target 3.0
|
||||
@ -107,7 +107,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#define HIGH_QUALITY 1
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert_multitex
|
||||
#pragma fragment frag_upsample
|
||||
#pragma target 3.0
|
||||
@ -119,7 +119,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
ZTest Always Cull Off ZWrite Off
|
||||
CGPROGRAM
|
||||
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert_multitex
|
||||
#pragma fragment frag_upsample_final
|
||||
#pragma target 3.0
|
||||
@ -132,7 +132,7 @@ Shader "Hidden/EnviroDistanceBlur"
|
||||
CGPROGRAM
|
||||
#define HIGH_QUALITY 1
|
||||
#pragma multi_compile _ UNITY_COLORSPACE_GAMMA
|
||||
#include "../Core/EnviroBlurCore.cginc"
|
||||
#include "./EnviroBlurCore.cginc"
|
||||
#pragma vertex vert_multitex
|
||||
#pragma fragment frag_upsample_final
|
||||
#pragma target 3.0
|
||||
|
||||
@ -30,8 +30,8 @@ Shader "Enviro/Standard/EnviroFogRendering"
|
||||
// End: LuxWater
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../Core/EnviroVolumeLightCore.cginc"
|
||||
#include "../../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroVolumeLightCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
//uniform sampler2D _MainTex;
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
|
||||
@ -30,8 +30,8 @@ Shader "Enviro/Standard/EnviroFogRenderingSimple"
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../Core/EnviroVolumeLightCore.cginc"
|
||||
#include "../../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroVolumeLightCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
uniform float4 _MainTex_TexelSize;
|
||||
|
||||
@ -27,7 +27,7 @@ Shader "Enviro/Lite/EnviroFogRendering"
|
||||
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
|
||||
uniform float4 _MainTex_TexelSize;
|
||||
|
||||
@ -33,7 +33,7 @@ Category {
|
||||
uniform float3 _SunDir;
|
||||
uniform half4 _EnviroSkyFog;
|
||||
#else
|
||||
#include "Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
#endif
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
|
||||
@ -22,7 +22,7 @@ Category {
|
||||
#pragma multi_compile_fog
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
@ -23,7 +23,7 @@ Category {
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
@ -23,7 +23,7 @@ Category {
|
||||
#pragma multi_compile_fog
|
||||
#pragma exclude_renderers gles
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
@ -23,8 +23,8 @@
|
||||
#pragma multi_compile __ ENVIRO_HALTONOFFSET
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../../Core/Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "Core/EnviroVolumeCloudsCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
#include "./EnviroVolumeCloudsCore.cginc"
|
||||
|
||||
uniform half4 _MainTex_ST;
|
||||
float4x4 _LeftWorldFromView;
|
||||
|
||||
@ -13,7 +13,7 @@
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
|
||||
#pragma target 3.0
|
||||
|
||||
|
||||
@ -48,7 +48,7 @@ Shader "Enviro/Standard/VolumeLight"
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityDeferredLibrary.cginc"
|
||||
#include "../Core/EnviroVolumeLightCore.cginc"
|
||||
#include "./EnviroVolumeLightCore.cginc"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
|
||||
@ -24,7 +24,7 @@ Category {
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
@ -24,7 +24,7 @@ Category {
|
||||
#pragma exclude_renderers gles
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "../../Resources/Shaders/Core/EnviroFogCore.cginc"
|
||||
#include "./EnviroFogCore.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed4 _TintColor;
|
||||
|
||||
@ -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
|
||||
|
||||
}
|
||||
@ -1,4 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 70d8568987ac0499f952b54c7c13e265
|
||||
ShaderImporter:
|
||||
userData:
|
||||
@ -16,7 +16,7 @@ SubShader {
|
||||
#pragma multi_compile __ GLOBALSNOW_TERRAINMARKS
|
||||
#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
|
||||
#define GLOBALSNOW_IS_TERRAIN 1
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
void vert (inout appdata_full v, out Input o) {
|
||||
UNITY_INITIALIZE_OUTPUT(Input,o);
|
||||
@ -53,7 +53,7 @@ SubShader {
|
||||
#pragma multi_compile __ GLOBALSNOW_TERRAINMARKS
|
||||
#define GLOBALSNOW_ENABLE_SLOPE_CONTROL 1
|
||||
#define GLOBALSNOW_IS_TERRAIN 1
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
SetSnowCoverage(IN, o);
|
||||
@ -71,7 +71,7 @@ SubShader {
|
||||
#pragma target 3.0
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
// Check alpha
|
||||
@ -165,7 +165,7 @@ SubShader {
|
||||
#define GLOBALSNOW_MOVING_OBJECT
|
||||
#include "UnityCG.cginc"
|
||||
#include "TerrainEngine.cginc"
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
void vert (inout appdata_full v, out Input data) {
|
||||
UNITY_INITIALIZE_OUTPUT(Input, data);
|
||||
@ -199,9 +199,9 @@ SubShader {
|
||||
#pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES
|
||||
#define ENABLE_WIND
|
||||
|
||||
#include "GlobalSnowForwardOptions.cginc"
|
||||
#include "SpeedTree/SnowedSpeedTreeCommon.cginc"
|
||||
#include "SpeedTree/SnowedSpeedTree.cginc"
|
||||
#include "./GlobalSnowForwardOptions.cginc"
|
||||
#include "./SnowedSpeedTreeCommon.cginc"
|
||||
#include "./SnowedSpeedTree.cginc"
|
||||
|
||||
void surf(Input IN, inout SurfaceOutput OUT) {
|
||||
#if GEOM_TYPE_LEAF && GLOBALSNOW_DISCARD_LEAVES
|
||||
@ -231,7 +231,7 @@ Pass
|
||||
#pragma multi_compile __ GLOBALSNOW_DISCARD_LEAVES
|
||||
#pragma multi_compile_shadowcaster
|
||||
#define ENABLE_WIND
|
||||
#include "SpeedTree/SnowedSpeedTreeCommon.cginc"
|
||||
#include "./SnowedSpeedTreeCommon.cginc"
|
||||
|
||||
struct v2f
|
||||
{
|
||||
@ -288,8 +288,8 @@ SubShader {
|
||||
#pragma multi_compile __ LOD_FADE_CROSSFADE
|
||||
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
|
||||
#define ENABLE_WIND
|
||||
#include "SpeedTree/SnowedSpeedTreeBillboardCommon.cginc"
|
||||
#include "SpeedTree/SnowedSpeedTreeBillboard.cginc"
|
||||
#include "./SnowedSpeedTreeBillboardCommon.cginc"
|
||||
#include "./SnowedSpeedTreeBillboard.cginc"
|
||||
|
||||
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 target 3.0
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "GlobalSnowForwardOptions.cginc"
|
||||
#include "./GlobalSnowForwardOptions.cginc"
|
||||
#include "TerrainEngine.cginc"
|
||||
#include "Nature/SnowedGrass.cginc"
|
||||
#include "./SnowedGrass.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed _Cutoff;
|
||||
@ -376,10 +376,10 @@ CGPROGRAM
|
||||
#pragma surface surf Lambert vertex:WavingGrassBillboardVert nolightmap keepalpha exclude_path:deferred exclude_path:prepass nometa noforwardadd
|
||||
#pragma target 3.0
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "GlobalSnowForwardOptions.cginc"
|
||||
#include "./GlobalSnowForwardOptions.cginc"
|
||||
#include "UnityCG.cginc"
|
||||
#include "TerrainEngine.cginc"
|
||||
#include "Nature/SnowedGrass.cginc"
|
||||
#include "./SnowedGrass.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed _Cutoff;
|
||||
@ -444,7 +444,7 @@ CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "UnityBuiltin3xTreeLibrary.cginc"
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
void surf (Input IN, inout SurfaceOutput o) {
|
||||
SetSnowCoverage(IN, o);
|
||||
@ -464,7 +464,7 @@ SubShader {
|
||||
#pragma target 3.0
|
||||
#pragma fragmentoption ARB_precision_hint_fastest
|
||||
#include "UnityBuiltin3xTreeLibrary.cginc"
|
||||
#include "BasicCoverage.cginc"
|
||||
#include "./BasicCoverage.cginc"
|
||||
|
||||
fixed _Cutoff;
|
||||
|
||||
@ -492,7 +492,7 @@ SubShader {
|
||||
#define GLOBALSNOW_IGNORE_SURFACE_NORMAL 1
|
||||
#include "UnityCG.cginc"
|
||||
#include "TerrainEngine.cginc"
|
||||
#include "GlobalSnow.cginc"
|
||||
#include "./GlobalSnow.cginc"
|
||||
|
||||
fixed _Cutoff;
|
||||
|
||||
|
||||
@ -79,7 +79,7 @@
|
||||
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
|
||||
#pragma instancing_options assumeuniformscaling procedural:setup
|
||||
#define ISGRASS
|
||||
#include "Includes/AtgPBSLighting.cginc"
|
||||
#include "./AtgPBSLighting.cginc"
|
||||
|
||||
// Inputs for vertex shader
|
||||
float _Clip;
|
||||
@ -106,8 +106,8 @@
|
||||
|
||||
// Include all general inputs and vertex functions
|
||||
#define GRASSUSESTEXTUREARRAYS
|
||||
#include "Includes/GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
// Inputs for the pixelshader
|
||||
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
|
||||
|
||||
@ -140,7 +140,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
|
||||
#define GRASSUSESTEXTUREARRAYS
|
||||
#define DEPTHONLY
|
||||
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
|
||||
v2f vert (appdata_grassinstanced_depth v) {
|
||||
@ -283,7 +283,7 @@ Shader "AdvancedTerrainGrass/Grass Array DepthPrepass Shader" {
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
#endif
|
||||
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
|
||||
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
|
||||
#pragma instancing_options assumeuniformscaling procedural:setup
|
||||
#define ISGRASS
|
||||
#include "Includes/AtgPBSLighting.cginc"
|
||||
#include "./AtgPBSLighting.cginc"
|
||||
|
||||
// Inputs for vertex shader
|
||||
float _Clip;
|
||||
@ -393,8 +393,8 @@ float InstanceScale;
|
||||
|
||||
// Include all general inputs and vertex functions
|
||||
#define GRASSUSESTEXTUREARRAYS
|
||||
#include "Includes/GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
// Inputs for the pixelshader
|
||||
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
|
||||
|
||||
@ -69,7 +69,7 @@
|
||||
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
|
||||
#pragma instancing_options assumeuniformscaling procedural:setup
|
||||
#define ISGRASS
|
||||
#include "Includes/AtgPBSLighting.cginc"
|
||||
#include "./AtgPBSLighting.cginc"
|
||||
|
||||
|
||||
// Inputs for vertex shader
|
||||
@ -92,8 +92,8 @@
|
||||
half _ScaleMode;
|
||||
|
||||
// Include all general inputs and vertex functions
|
||||
#include "Includes/GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
|
||||
// Inputs for the pixelshader
|
||||
|
||||
@ -127,7 +127,7 @@
|
||||
|
||||
#define DEPTHONLY
|
||||
#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_grassinstanced_depth v) {
|
||||
@ -260,7 +260,7 @@
|
||||
#define UNITY_PASS_SHADOWCASTER
|
||||
#endif
|
||||
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
|
||||
v2f vert (appdata_grassinstanced_depth v) {
|
||||
@ -337,7 +337,7 @@
|
||||
// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
|
||||
#pragma instancing_options assumeuniformscaling procedural:setup
|
||||
#define ISGRASS
|
||||
#include "Includes/AtgPBSLighting.cginc"
|
||||
#include "./AtgPBSLighting.cginc"
|
||||
|
||||
// Inputs for vertex shader
|
||||
float _Clip;
|
||||
@ -356,8 +356,8 @@
|
||||
half _ScaleMode;
|
||||
|
||||
// Include all general inputs and vertex functions
|
||||
#include "Includes/GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "Includes/GrassInstancedIndirect_Vertex.cginc"
|
||||
#include "./GrassInstancedIndirect_Inputs.cginc"
|
||||
#include "./GrassInstancedIndirect_Vertex.cginc"
|
||||
|
||||
// Inputs for the pixelshader
|
||||
sampler2D _MainTex;
|
||||
|
||||
@ -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;
|
||||
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+ colTex.r * _MainTexAlpha* _LightColor0
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+ (fresnel *_ReflectColor) * _Cutoff * _LightColor0;
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//+ (fresnelRim * _RimColor) * _Cutoff * _LightColor0;
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emission.a = _Color.a;
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return emission ;
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ENDCG
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Reference in New Issue
Block a user