Shader "AdvancedTerrainGrass/VegetationStudio/Grass Base Shader" { Properties { [Space(8)] [NoScaleOffset] _MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {} _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.3 [Space(8)] [HideInInspector] _MinMaxScales ("MinMaxScale Factors", Vector) = (1,1,1,1) _HealthyColor ("Healthy Color (RGB) Bending (A)", Color) = (1,1,1,1) _DryColor ("Dry Color (RGB) Bending (A)", Color) = (1,1,1,1) [Header(Lighting)] [Space(8)] // As VS does not support this feature [HideInInspector] [Toggle(_NORMAL)] _SampleNormal ("Use NormalBuffer", Float) = 0 _NormalBend ("Bend Normal", Range(0,1)) = 0.5 [Toggle(_SPECULARHIGHLIGHTS_OFF)] _Spec ("Enable specular Highlights ", Float) = 0 [NoScaleOffset]_SpecTex (" Trans (R) Spec Mask (G) Smoothness (B)", 2D) = "black" {} [Space(8)] _TransStrength ("Translucency Strength", Range(0, 1)) = 1.0 // Grass has not TranslucencyPower // _TransPower ("TransPower", Range(0, 1)) = 0.8 [Space(8)] [Enum(XYZ,0,XY,1)] _ScaleMode ("Scale Mode", Float) = 0 [Header(Wind)] [Space(8)] _WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0) [Toggle(_METALLICGLOSSMAP)] _SamplePivot ("Sample Wind at Pivot", Float) = 0 _WindLOD ("Wind LOD (int)", Float) = 0 [Header(VegetationStudio Specials)] [KeywordEnum(VS, ATG)] _BendInput ("Vertex Color Mapping", Float) = 0 // Needed by VS Pro [Toggle (_IGNOREGRASSFADE)] _IgnoreGrassFade("Ignore Fading (VS Pro)", Float) = 0 [Toggle] TOUCH_BEND("Use touch bend", Float) = 1 // Needed by VS Pro [HideInInspector] _AG_ColorNoiseArea ("ColorNoiseArea", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Geometry+200" "IgnoreProjector"="True" "RenderType"="ATGrass" // In order to adjust the wind settings on single instances: "DisableBatching"="True" } LOD 200 Cull Off CGPROGRAM // noshadowmask does not fix the problem with baked shadows in deferred // removing nolightmap does #pragma surface surf ATGSpecular addshadow nodynlightmap nolppv nometa vertex:atg_vs_vertgrass // nolightmap #pragma target 3.0 #pragma multi_compile_instancing // Specular Highlights #pragma shader_feature _SPECULARHIGHLIGHTS_OFF // Wind sample mode #pragma shader_feature _METALLICGLOSSMAP // NormalBuffer - not supported by VS // #pragma shader_feature _NORMAL // VS defaults #pragma multi_compile GPU_FRUSTUM_ON __ #pragma multi_compile TOUCH_BEND_ON __ #pragma multi_compile FAR_CULL_ON __ // VS Pro #pragma shader_feature _IGNOREGRASSFADE // VS Adaption #pragma shader_feature _BENDINPUT_ATG #pragma instancing_options procedural:setup #define ISGRASS #include "./AtgPBSLighting.cginc" // Inputs for vertex shader float _Clip; float _WindLOD; half2 _MinMaxScales; fixed4 _HealthyColor; fixed4 _DryColor; float3 terrainNormal; float TextureLayer; float InstanceScale; half _NormalBend; half _ScaleMode; // Include all general inputs and vertex functions #define DONOTUSE_ATGSETUP #include "./GrassInstancedIndirect_Inputs.cginc" #include "./VS_InstancedIndirect_Inputs.cginc" #include "./GrassInstancedIndirect_Vertex.cginc" #include "./VS_GrassInstancedIndirect_Vertex.cginc" // Inputs for the pixelshader sampler2D _MainTex; sampler2D _SpecTex; half _TransPower; half _TransStrength; fixed4 _Color; half _Glossiness; fixed _Cutoff; void surf (Input IN, inout SurfaceOutputATGSpecular o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex); clip(c.a - _Cutoff); #if defined(_SPECULARHIGHLIGHTS_OFF) half3 rest = tex2D (_SpecTex, IN.uv_MainTex); #endif o.Albedo = c.rgb * IN.color.rgb; o.Alpha = c.a; // o.Occlusion = IN.occ; //o.Specular = 0; #if defined(_SPECULARHIGHLIGHTS_OFF) o.Smoothness = rest.b * IN.scale; //lerp(rest.b, _Glossiness, rest.r); o.Translucency = _TransStrength * rest.r /*saturate(c.g *3)*/ * IN.scale; // Grass does not have any specPower (fixed value) but we write out the spec mask here o.TranslucencyPower = rest.g; // *0.3; // Enable grass spec lighting o.Specular = half3(1, 0, 0); #else o.Smoothness = 0; o.Translucency = _TransStrength * o.Albedo.g; #endif } ENDCG } }