Add shaders
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Shader "GlobalSnow/Nature/TreeOpaque Soft Occlusion Bark" {
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Properties {
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_Color ("Main Color", Color) = (1,1,1,0)
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_MainTex ("Main Texture", 2D) = "white" {}
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_BaseLight ("Base Light", Range(0, 1)) = 0.35
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_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
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// These are here only to provide default values
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[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
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[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
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[HideInInspector] _SquashAmount ("Squash", Float) = 1
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}
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SubShader {
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Tags {
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"IgnoreProjector"="True"
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"RenderType" = "TreeOpaque"
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"DisableBatching"="True"
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}
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Pass {
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Lighting On
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CGPROGRAM
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#pragma vertex bark
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#pragma fragment frag
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// #pragma multi_compile_fog
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#define GLOBALSNOW_IS_NON_SURFACE_SHADER
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#define GLOBALSNOW_INPUT_STRUCTURE_INCLUDED
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#pragma multi_compile __ GLOBALSNOW_FLAT_SHADING
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#define GLOBALSNOW_MOVING_OBJECT
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#include "../GlobalSnowDeferredOptions.cginc"
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#include "TreeLibrary.cginc"
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#include "GlobalSnowMats.cginc"
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fixed4 frag(v2f input) : SV_Target
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{
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fixed4 col = fixed4(tex2D( _MainTex, input.uv.xy).rgb, 1.0);
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SetSnowCoverage(input, col);
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col *= input.color;
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// UNITY_APPLY_FOG(input.fogCoord, col);
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UNITY_OPAQUE_ALPHA(col.a);
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return col;
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}
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ENDCG
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}
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Pass {
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Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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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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#include "UnityCG.cginc"
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#include "TerrainEngine.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainAnimateTree(v.vertex, v.color.w);
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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float4 frag( v2f i ) : SV_Target
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{
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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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}
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Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex"
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Fallback Off
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}
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