Add shaders
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#ifndef SNOWED_SPEEDTREE_COMMON_INCLUDED
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#define SNOWED_SPEEDTREE_COMMON_INCLUDED
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#include "UnityCG.cginc"
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#define SPEEDTREE_Y_UP
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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#define GEOM_TYPE_BRANCH
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#endif
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#include "SpeedTree/SnowedSpeedTreeVertex.cginc"
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// Define Input structure
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struct Input
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{
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// fixed4 color;
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half3 interpolator1;
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// #ifdef GEOM_TYPE_BRANCH_DETAIL
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// half3 interpolator2;
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// #endif
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float3 worldPos;
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float3 worldNormal;
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};
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// Define uniforms
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#define mainTexUV interpolator1.xy
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sampler2D _MainTex;
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//#ifdef GEOM_TYPE_BRANCH_DETAIL
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// #define Detail interpolator2
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// sampler2D _DetailTex;
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//#endif
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#if defined(GEOM_TYPE_FROND) || defined(GEOM_TYPE_LEAF) || defined(GEOM_TYPE_FACING_LEAF)
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#define SPEEDTREE_ALPHATEST
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fixed _Cutoff;
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#endif
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//#ifdef EFFECT_HUE_VARIATION
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// #define HueVariationAmount interpolator1.z
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// half4 _HueVariation;
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//#endif
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//#ifdef EFFECT_BUMP
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// sampler2D _BumpMap;
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//#endif
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fixed4 _Color;
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// Vertex processing
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void SpeedTreeVert(inout SpeedTreeVB IN, out Input OUT)
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{
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UNITY_INITIALIZE_OUTPUT(Input, OUT);
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OUT.mainTexUV = IN.texcoord.xy;
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// OUT.color = _Color;
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// OUT.color.rgb *= IN.color.r; // ambient occlusion factor
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// #ifdef EFFECT_HUE_VARIATION
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// float hueVariationAmount = frac(unity_ObjectToWorld[0].w + unity_ObjectToWorld[1].w + unity_ObjectToWorld[2].w);
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// hueVariationAmount += frac(IN.vertex.x + IN.normal.y + IN.normal.x) * 0.5 - 0.3;
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// OUT.HueVariationAmount = saturate(hueVariationAmount * _HueVariation.a);
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// #endif
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// #ifdef GEOM_TYPE_BRANCH_DETAIL
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// // The two types are always in different sub-range of the mesh so no interpolation (between detail and blend) problem.
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// OUT.Detail.xy = IN.texcoord2.xy;
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// if (IN.color.a == 0) // Blend
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// OUT.Detail.z = IN.texcoord2.z;
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// else // Detail texture
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// OUT.Detail.z = 2.5f; // stay out of Blend's .z range
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// #endif
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OffsetSpeedTreeVertex(IN, unity_LODFade.x);
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}
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// Fragment processing
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//#ifdef EFFECT_BUMP
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// #define SPEEDTREE_DATA_NORMAL fixed3 Normal;
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// #define SPEEDTREE_COPY_NORMAL(to, from) to.Normal = from.Normal;
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//#else
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#define SPEEDTREE_DATA_NORMAL
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#define SPEEDTREE_COPY_NORMAL(to, from)
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//#endif
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//#define SPEEDTREE_COPY_FRAG(to, from) \
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// to.Albedo = from.Albedo; \
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// to.Alpha = from.Alpha; \
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// SPEEDTREE_COPY_NORMAL(to, from)
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#define SPEEDTREE_COPY_FRAG(to, from) \
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to.Albedo = from.Albedo; \
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to.Alpha = from.Alpha;
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struct SpeedTreeFragOut
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{
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fixed3 Albedo;
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fixed Alpha;
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// SPEEDTREE_DATA_NORMAL
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};
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void SpeedTreeFrag(Input IN, out SpeedTreeFragOut OUT)
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{
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half4 diffuseColor = tex2D(_MainTex, IN.mainTexUV);
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OUT.Alpha = diffuseColor.a * _Color.a;
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#ifdef SPEEDTREE_ALPHATEST
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clip(OUT.Alpha - _Cutoff);
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#endif
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// #ifdef GEOM_TYPE_BRANCH_DETAIL
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// half4 detailColor = tex2D(_DetailTex, IN.Detail.xy);
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// diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, IN.Detail.z < 2.0f ? saturate(IN.Detail.z) : detailColor.a);
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// #endif
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//
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// #ifdef EFFECT_HUE_VARIATION
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// half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, IN.HueVariationAmount);
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// half maxBase = max(diffuseColor.r, max(diffuseColor.g, diffuseColor.b));
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// half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
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// maxBase /= newMaxBase;
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// maxBase = maxBase * 0.5f + 0.5f;
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// // preserve vibrance
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// shiftedColor.rgb *= maxBase;
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// diffuseColor.rgb = saturate(shiftedColor);
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// #endif
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//
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OUT.Albedo = diffuseColor.rgb; // * IN.color.rgb;
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//
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// #ifdef EFFECT_BUMP
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// OUT.Normal = UnpackNormal(tex2D(_BumpMap, IN.mainTexUV));
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// #endif
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}
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#endif // SPEEDTREE_COMMON_INCLUDED
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