Add shaders
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Shader "AdvancedTerrainGrass/Grass Base DepthPrepass Shader" {
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Properties {
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[Space(8)]
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[NoScaleOffset] _MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.3
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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]_SpecTex (" Trans (R) Spec Mask (G) Smoothness (B)", 2D) = "black" {}
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[Space(8)]
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_TransStrength ("Translucency Strength", Range(0, 1)) = 1.0
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// Grass has no TranslucencyPower
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// _TransPower ("TransPower", Range(0, 1)) = 0.8
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[Header(Two Step Culling)]
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[Space(8)]
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_Clip ("Clip Threshold", Range(0.0, 1.0)) = 0.3
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[Toggle(_PARALLAXMAP)] _EnableDebug (" Enable Debug", Float) = 0
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_DebugColor (" Debug Color", Color) = (1,0,0,1)
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[Enum(XYZ,0,XY,1)]
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_ScaleMode ("Scale Mode", Float) = 0
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[Header(Wind)]
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[Space(8)]
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_WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0)
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[Toggle(_METALLICGLOSSMAP)] _SamplePivot ("Sample Wind at Pivot", Float) = 0
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_WindLOD ("Wind LOD (int)", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "Geometry+200"
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"IgnoreProjector"="True"
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"RenderType"="ATGrass"
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// In order to adjust the wind settings on single instances:
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"DisableBatching"="True"
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}
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LOD 200
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Cull Off
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// Instead of using clip in the surface shader
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ZTest Equal
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// Depth Only Prepass
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" "Queue" = "Geometry+199" }
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ColorMask 0
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Cull Off
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ZWrite On
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ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 4.5
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// Shader supports only procedural instancing
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// #pragma multi_compile_instancing
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Instancing support
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void dummy() {}
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// dummy is needed by Metal
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#define UNITY_INSTANCING_PROCEDURAL_FUNC dummy
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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struct appdata_grassinstanced_depth
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float3 texcoord : TEXCOORD0; // texcoord.z = texture layer
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float4 vertex : SV_POSITION;
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};
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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float3 terrainNormal;
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float TextureLayer;
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float InstanceScale;
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float _Clip;
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float _WindLOD;
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float _NormalBend;
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half2 _MinMaxScales;
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fixed4 _HealthyColor;
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fixed4 _DryColor;
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half _Layers;
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half _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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float4 _AtgWindDirSize;
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float4 _AtgWindStrengthMultipliers;
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float4 _AtgSinTime;
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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float3 _AtgSurfaceCameraPosition;
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CBUFFER_END
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sampler2D _AtgWindRT;
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float4 _AtgTerrainShiftSurface;
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#define DEPTHONLY
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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// UNITY_SETUP_INSTANCE_ID(v)
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// We do not use the standard macro here
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UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(v));
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v2f o;
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float4x4 data = GrassMatrixBuffer[unity_InstanceID]; //[instanceID];
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unity_ObjectToWorld = data;
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// Handle Floating Origin
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float3 shift = _AtgTerrainShiftSurface.xyz * _AtgTerrainShiftSurface.w; // w = 0 when compute / 1 when no compute
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unity_ObjectToWorld[0].w -= shift.x;
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unity_ObjectToWorld[1].w -= shift.y;
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unity_ObjectToWorld[2].w -= shift.z;
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// Restore matrix as it could contain layer data here!
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InstanceScale = frac(unity_ObjectToWorld[3].w);
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TextureLayer = unity_ObjectToWorld[3].w - InstanceScale;
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InstanceScale *= 100.0f;
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#if defined(_NORMAL)
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terrainNormal = unity_ObjectToWorld[3].xyz;
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#endif
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unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
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// Not correct but good enough to get the wind direction in objectspace
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
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// Set o.texcoord before calling vertgrass() as the texture layer is stored in v.texcoord.x
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o.texcoord.xy = v.texcoord.xy;
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vertgrass(v, terrainNormal, InstanceScale);
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o.texcoord.z = v.texcoord.x;
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o.vertex = UnityObjectToClipPos(v.vertex);
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return o;
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}
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sampler2D _MainTex;
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fixed _Cutoff;
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.texcoord.xy);
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clip(c.a - _Cutoff);
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return c;
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}
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ENDCG
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}
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// Shadow Caster Pass
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Pass {
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Tags {"LightMode"="ShadowCaster"}
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Cull Off
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ZWrite On
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ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma target 4.5
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// Shader supports only procedural instancing
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// #pragma multi_compile_instancing
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// Wind sample mode
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#pragma shader_feature _METALLICGLOSSMAP
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// Instancing support
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void dummy() {}
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// dummy is needed by Metal
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#define UNITY_PROCEDURAL_INSTANCING_ENABLED
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#define UNITY_INSTANCING_PROCEDURAL_FUNC dummy
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#define UNITY_ASSUME_UNIFORM_SCALING
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#include "UnityCG.cginc"
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struct appdata_grassinstanced_depth
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{
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float4 vertex : POSITION;
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//float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 texcoord : TEXCOORD1; // texcoord.z = texture layer // using TEXCOORD0 may error...
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};
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StructuredBuffer<float4x4> GrassMatrixBuffer;
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float3 terrainNormal;
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float TextureLayer;
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float InstanceScale;
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float _Clip;
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float _WindLOD;
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float _NormalBend;
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half2 _MinMaxScales;
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fixed4 _HealthyColor;
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fixed4 _DryColor;
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half _Layers;
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half _ScaleMode;
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// Generalized custom CBUFFER
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CBUFFER_START(AtgGrass)
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float4 _AtgWindDirSize;
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float4 _AtgWindStrengthMultipliers;
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float4 _AtgSinTime;
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float4 _AtgGrassFadeProps;
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float4 _AtgGrassShadowFadeProps;
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float3 _AtgSurfaceCameraPosition;
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CBUFFER_END
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sampler2D _AtgWindRT;
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float4 _AtgTerrainShiftSurface;
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#define DEPTHONLY
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#ifndef UNITY_PASS_SHADOWCASTER
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#define UNITY_PASS_SHADOWCASTER
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#endif
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#include "Includes/GrassInstancedIndirect_Vertex.cginc"
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//v2f vert (appdata_full v, uint instanceID : SV_InstanceID)
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v2f vert (appdata_grassinstanced_depth v) {
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// UNITY_SETUP_INSTANCE_ID(v)
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// We do not use the standard macro here
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UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(v));
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v2f o;
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float4x4 data = GrassMatrixBuffer[unity_InstanceID]; //[instanceID];
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unity_ObjectToWorld = data;
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// Handle Floating Origin
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float3 shift = _AtgTerrainShiftSurface.xyz * _AtgTerrainShiftSurface.w; // w = 0 when compute / 1 when no compute
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unity_ObjectToWorld[0].w -= shift.x;
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unity_ObjectToWorld[1].w -= shift.y;
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unity_ObjectToWorld[2].w -= shift.z;
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// Restore matrix as it could contain layer data here!
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InstanceScale = frac(unity_ObjectToWorld[3].w);
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TextureLayer = unity_ObjectToWorld[3].w - InstanceScale;
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InstanceScale *= 100.0f;
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#if defined(_NORMAL)
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terrainNormal = unity_ObjectToWorld[3].xyz;
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#endif
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unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
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// Not correct but good enough to get the wind direction in objectspace
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unity_WorldToObject = unity_ObjectToWorld;
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unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
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unity_WorldToObject._11_22_33 *= -1;
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// Set o.texcoord before calling vertgrass() as the texture layer is stored in v.texcoord.x
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o.texcoord.xy = v.texcoord.xy;
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vertgrass(v, terrainNormal, InstanceScale);
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o.texcoord.z = v.texcoord.x;
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//TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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TRANSFER_SHADOW_CASTER(o)
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return o;
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}
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sampler2D _MainTex;
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fixed _Cutoff;
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fixed4 frag (v2f i) : SV_Target {
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fixed4 c = tex2D(_MainTex, i.texcoord.xy);
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clip(c.a - _Cutoff);
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SHADOW_CASTER_FRAGMENT(i)
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}
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ENDCG
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}
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CGPROGRAM
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// noshadowmask does not fix the problem with baked shadows in deferred
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// removing nolightmap does
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#pragma surface surf ATGSpecular vertex:vertgrass nodynlightmap nolppv nometa exclude_path:forward
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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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// 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(_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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half _NormalBend;
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half _ScaleMode;
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// Include all general inputs and vertex functions
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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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sampler2D _MainTex;
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sampler2D _SpecTex;
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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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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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// NOTE: no clip here!
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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half3 rest = tex2D (_SpecTex, IN.uv_MainTex);
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#endif
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o.Albedo = c.rgb * IN.color.rgb;
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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; //lerp(rest.b, _Glossiness, rest.r);
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o.Translucency = _TransStrength * rest.r /*saturate(c.g *3)*/ * 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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Fallback "AdvancedTerrainGrass/Grass Base Shader"
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}
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