Add shaders
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Shader "AdvancedTerrainGrass/Grass Array Shader" {
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Properties {
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[Space(8)]
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[Header(For the terrain engine only)]
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[NoScaleOffset] _MainTex ("Albedo Tex (RGB) Alpha (A)", 2D) = "white" {}
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[Header(Actually used texture array)]
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[NoScaleOffset] _MainTexArray ("Albedo Array (RGB) Alpha (A)", 2DArray) = "white" {}
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_Layers ("Number of Layers - 1 (int)", Float) = 1
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[KeywordEnum(Random,BySize,SoftMerge)] _MixMode("Texture Mix Mode", Float) = 0
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_SizeThreshold (" Size Threshold", Range(0,1)) = 0.5
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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[Space(8)]
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[HideInInspector] _MinMaxScales ("MinMaxScale Factors", Vector) = (1,1,1,1)
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_HealthyColor ("Healthy Color (RGB) Bending (A)", Color) = (1,1,1,1)
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_DryColor ("Dry Color (RGB) Bending (A)", Color) = (1,1,1,1)
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[Header(Lighting)]
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[Space(8)]
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[Toggle(_NORMAL)] _SampleNormal ("Use NormalBuffer", Float) = 0
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_NormalBend ("Bend Normal", Range(0,1)) = 0.5
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[Toggle(_SPECULARHIGHLIGHTS_OFF)] _Spec ("Enable specular highlights", Float) = 0
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[NoScaleOffset]_SpecTexArray (" Trans (R) Spec Mask (G) Smoothness (B)", 2DArray) = "black" {}
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[Space(8)]
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_TransStrength ("Translucency Strength", Range(0, 1)) = 1.0
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// Grass has not TranslucencyPower
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// _TransPower ("TransPower", Range(0, 1)) = 0.8
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[Header(Two Step Culling)]
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[Space(8)]
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_Clip ("Clip Threshold", Range(0.0, 1.0)) = 0.3
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[Toggle(_PARALLAXMAP)] _EnableDebug (" Enable Debug", Float) = 0
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_DebugColor (" Debug Color", Color) = (1,0,0,1)
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[Enum(XYZ,0,XY,1)]
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_ScaleMode ("Scale Mode", Float) = 0
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[Header(Wind)]
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[Space(8)]
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_WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0)
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[Toggle(_METALLICGLOSSMAP)] _SamplePivot ("Sample Wind at Pivot", Float) = 0
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_WindLOD ("Wind LOD (int)", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "Geometry+200"
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"IgnoreProjector" = "True"
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"RenderType" = "ATGrassArray"
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// In order to adjust the wind settings on single instances:
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"DisableBatching"="True"
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}
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LOD 200
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Cull Off
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CGPROGRAM
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// noshadowmask does not fix the problem with baked shadows in deferred
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// removing nolightmap does, but cuases shader warnings. and an error on xbox one?!
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#pragma surface surf ATGSpecular vertex:vertgrass addshadow nodynlightmap nometa
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//nolppv
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// nolightmap
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#pragma target 3.5
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#pragma multi_compile_instancing
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// Specular Highlights
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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// Debug
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#pragma shader_feature _PARALLAXMAP
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Array Mix Mode
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#pragma shader_feature _MIXMODE_RANDOM _MIXMODE_BYSIZE _MIXMODE_SOFTMERGE
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// NormalBuffer
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#pragma shader_feature _NORMAL
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// assumeuniformscaling --> so we do not need the proper WorldToObject matrix for the normals
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#pragma instancing_options assumeuniformscaling procedural:setup
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#define ISGRASS
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#include "Includes/AtgPBSLighting.cginc"
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// Inputs for vertex shader
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float _Clip;
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float _WindLOD;
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#if defined(_MIXMODE_BYSIZE)
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float _SizeThreshold;
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#endif
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#if defined(_PARALLAXMAP)
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fixed4 _DebugColor;
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#endif
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half2 _MinMaxScales;
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fixed4 _HealthyColor;
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fixed4 _DryColor;
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float3 terrainNormal;
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float TextureLayer;
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float InstanceScale;
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//float2 randPivot;
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half _NormalBend;
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half _Layers;
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half _ScaleMode;
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// Include all general inputs and vertex functions
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#define GRASSUSESTEXTUREARRAYS
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#include "Includes/GrassInstancedIndirect_Inputs.cginc"
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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// Inputs for the pixelshader
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UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
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float4 _MainTexArray_TexelSize;
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UNITY_DECLARE_TEX2DARRAY(_SpecTexArray);
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half _TransPower;
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half _TransStrength;
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fixed4 _Color;
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half _Glossiness;
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fixed _Cutoff;
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void surf (Input IN, inout SurfaceOutputATGSpecular o) {
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#if defined(_MIXMODE_SOFTMERGE)
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fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(IN.uv_MainTexArray, TextureLayer ));
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#else
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fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(IN.uv_MainTexArray, IN.layer ));
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#endif
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clip(c.a - _Cutoff);
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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#if defined(_MIXMODE_SOFTMERGE)
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half3 rest = UNITY_SAMPLE_TEX2DARRAY(_SpecTexArray, float3(IN.uv_MainTexArray, TextureLayer ));
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#else
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half3 rest = UNITY_SAMPLE_TEX2DARRAY(_SpecTexArray, float3(IN.uv_MainTexArray, IN.layer ));
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#endif
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#endif
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o.Albedo = c.rgb * IN.color;
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o.Alpha = c.a;
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o.Occlusion = IN.occ;
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//o.Specular = 0;
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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o.Smoothness = rest.b * IN.scale;
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o.Translucency = _TransStrength * rest.r * IN.scale;
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// Grass does not have any specPower (fixed value) but we write out the spec mask here
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o.TranslucencyPower = rest.g;
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// Enable grass spec lighting
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o.Specular = half3(1,0,0);
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#else
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o.Smoothness = 0;
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o.Translucency = _TransStrength * o.Albedo.g;
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// Enable grass trans lighting
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o.Specular = half3(1, 0, 0);
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#endif
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}
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ENDCG
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}
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}
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