Add shaders
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Shader "GlobalSnow/SpeedTree Billboard Adapted"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
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_HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
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[MaterialEnum(None,0,Fastest,1)] _WindQuality ("Wind Quality", Range(0,1)) = 0
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}
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// targeting SM3.0+
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SubShader
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{
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Tags
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{
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"Queue"="AlphaTest"
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"IgnoreProjector"="True"
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"RenderType"="SnowedSpeedTreeBillboard"
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"DisableBatching"="LODFading"
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}
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LOD 400
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Cull Off
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CGPROGRAM
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#pragma surface surf Lambert vertex:SpeedTreeBillboardVert nolightmap addshadow
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#pragma target 3.0
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#include "SpeedTreeBillboardCommon.cginc"
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void surf(Input IN, inout SurfaceOutput OUT)
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(IN, o);
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SPEEDTREE_COPY_FRAG(OUT, o)
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}
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ENDCG
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Pass
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{
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Tags { "LightMode" = "Vertex" }
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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 3.0
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#pragma multi_compile_fog
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma shader_feature EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#include "SpeedTreeBillboardCommon.cginc"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_FOG_COORDS(0)
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Input data : TEXCOORD1;
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};
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v2f vert(SpeedTreeBillboardData v)
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{
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v2f o;
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SpeedTreeBillboardVert(v, o.data);
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o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
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o.vertex = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(i.data, o);
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fixed4 c = fixed4(o.Albedo, o.Alpha);
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UNITY_APPLY_FOG(i.fogCoord, c);
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return c;
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}
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ENDCG
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}
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}
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// targeting SM2.0: Cross-fading, Hue variation and Camera-facing billboard are turned off for less instructions
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SubShader
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{
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Tags
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{
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"Queue"="AlphaTest"
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"IgnoreProjector"="True"
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"RenderType"="SnowedSpeedTreeBillboard"
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}
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LOD 400
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Cull Off
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CGPROGRAM
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#pragma surface surf Lambert vertex:SpeedTreeBillboardVert nolightmap
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#pragma shader_feature EFFECT_BUMP
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#include "SpeedTreeBillboardCommon.cginc"
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void surf(Input IN, inout SurfaceOutput OUT)
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(IN, o);
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SPEEDTREE_COPY_FRAG(OUT, o)
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}
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ENDCG
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Pass
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{
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Tags { "LightMode" = "Vertex" }
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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_fog
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#include "SpeedTreeBillboardCommon.cginc"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_FOG_COORDS(0)
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Input data : TEXCOORD1;
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};
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v2f vert(SpeedTreeBillboardData v)
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{
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v2f o;
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SpeedTreeBillboardVert(v, o.data);
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o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
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o.vertex = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(i.data, o);
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fixed4 c = fixed4(o.Albedo, o.Alpha);
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UNITY_APPLY_FOG(i.fogCoord, c);
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return c;
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}
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ENDCG
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}
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}
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FallBack "Transparent/Cutout/VertexLit"
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}
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