ToriaAssets/Sources/Shaders/ATG_Internal-DepthNormalsTexture.shader
2026-05-19 12:20:15 +02:00

727 lines
16 KiB
Plaintext

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
Shader "Hidden/ATG-Internal-DepthNormalsTexture" {
Properties {
_MainTex ("", 2D) = "white" {}
_MainTexArray ("", 2DArray) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
// Additional inputs
_SampleNormal ("Use NormalBuffer", Float) = 0
_NormalBend ("Bend Normal", Range(0,1)) = 0.5
_WindMultiplier ("Strength Main (X) Jitter (Y)", Vector) = (1, 0.5, 0, 0)
_SamplePivot ("Sample Wind at Pivot", Float) = 0
_WindLOD ("Wind LOD (int)", Float) = 0
_ScaleMode ("Scale Mode", Float) = 0
}
SubShader {
Tags { "RenderType"="ATGrass" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
// Wind sample mode
#pragma multi_compile _ _METALLICGLOSSMAP
// NormalBuffer
#pragma multi_compile _ _NORMAL
#define UNITY_ASSUME_UNIFORM_SCALING
#include "UnityCG.cginc"
#define DEPTHNORMAL
float _Clip;
float _WindLOD;
float _NormalBend;
half2 _MinMaxScales;
fixed4 _HealthyColor;
fixed4 _DryColor;
float _ScaleMode;
// Generalized custom CBUFFER
CBUFFER_START(AtgGrass)
sampler2D _AtgWindRT;
float4 _AtgWindDirSize;
float4 _AtgWindStrengthMultipliers;
float4 _AtgSinTime;
float4 _AtgGrassFadeProps;
float4 _AtgGrassShadowFadeProps;
CBUFFER_END
#include "../Includes/GrassInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer;
#endif
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if SHADER_TARGET >= 45
float4x4 data = GrassMatrixBuffer[instanceID];
#else
float4x4 data = 0;
#endif
unity_ObjectToWorld = data;
// Restore matrix as it could contain layer data here!
float InstanceScale = frac(unity_ObjectToWorld[3].w);
InstanceScale *= 100.0f;
float3 terrainNormal = 0;
#if defined(_NORMAL)
terrainNormal = unity_ObjectToWorld[3].xyz;
#endif
unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
unity_WorldToObject._11_22_33 *= -1;
vertgrass(v, terrainNormal, InstanceScale);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
v.normal = UnityObjectToWorldNormal(v.normal);
v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="ATGrassArray"}
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
// Wind sample mode
#pragma multi_compile _ _METALLICGLOSSMAP
// NormalBuffer
#pragma multi_compile _ _NORMAL
#define UNITY_ASSUME_UNIFORM_SCALING
#include "UnityCG.cginc"
#define DEPTHNORMAL
float _Clip;
float _WindLOD;
float _NormalBend;
half2 _MinMaxScales;
fixed4 _HealthyColor;
fixed4 _DryColor;
float _ScaleMode;
// Generalized custom CBUFFER
CBUFFER_START(AtgGrass)
sampler2D _AtgWindRT;
float4 _AtgWindDirSize;
float4 _AtgWindStrengthMultipliers;
float4 _AtgSinTime;
float4 _AtgGrassFadeProps;
float4 _AtgGrassShadowFadeProps;
CBUFFER_END
#include "../Includes/GrassInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer;
StructuredBuffer<float3> GrassNormalBuffer;
#endif
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
float layer : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if SHADER_TARGET >= 45
float4x4 data = GrassMatrixBuffer[instanceID];
#else
float4x4 data = 0;
#endif
unity_ObjectToWorld = data;
// Restore matrix as it could contain layer data here!
float InstanceScale = frac(unity_ObjectToWorld[3].w);
o.layer = unity_ObjectToWorld[3].w - InstanceScale;
InstanceScale *= 100.0f;
float3 terrainNormal = 0;
#if defined(_NORMAL)
terrainNormal = unity_ObjectToWorld[3].xyz;
#endif
unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
unity_WorldToObject._11_22_33 *= -1;
vertgrass(v, terrainNormal, InstanceScale);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
v.normal = UnityObjectToWorldNormal(v.normal);
v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, float3(i.uv, i.layer ));
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="ATGFoliage" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
// Wind sample mode
#pragma multi_compile _ _METALLICGLOSSMAP
#define UNITY_ASSUME_UNIFORM_SCALING
#include "UnityCG.cginc"
#define DEPTHNORMAL
#include "TerrainEngine.cginc"
#include "../Includes/FoliageInstancedIndirect_Vertex.cginc"
#if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer;
#endif
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if SHADER_TARGET >= 45
float4x4 data = GrassMatrixBuffer[instanceID];
#else
float4x4 data = 0;
#endif
unity_ObjectToWorld = data;
// Restore matrix as it could contain layer data here!
float InstanceScale = frac(unity_ObjectToWorld[3].w);
InstanceScale *= 100.0f;
unity_ObjectToWorld[3] = float4(0, 0, 0, 1.0f);
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
unity_WorldToObject._11_22_33 *= -1;
vertfoliage(v, InstanceScale);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
v.normal = UnityObjectToWorldNormal(v.normal);
v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uv);
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="ATGVertexLit" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
// Wind sample mode
#pragma multi_compile _ _METALLICGLOSSMAP
#define UNITY_ASSUME_UNIFORM_SCALING
#include "UnityCG.cginc"
#define DEPTHNORMAL
#if SHADER_TARGET >= 45
StructuredBuffer<float4x4> GrassMatrixBuffer;
#endif
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v, uint instanceID : SV_InstanceID ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#if SHADER_TARGET >= 45
float4x4 data = GrassMatrixBuffer[instanceID];
#else
float4x4 data = 0;
#endif
unity_ObjectToWorld = data;
// Restore matrix as it could contain layer data here!
unity_ObjectToWorld[3].w = 1.0f;
unity_WorldToObject = unity_ObjectToWorld;
unity_WorldToObject._14_24_34 = 1.0f / unity_WorldToObject._14_24_34;
unity_WorldToObject._11_22_33 *= -1;
o.pos = UnityObjectToClipPos(v.vertex);
v.normal = UnityObjectToWorldNormal(v.normal);
v.normal = mul(UNITY_MATRIX_V, float4( v.normal, 0) ).xyz;
o.nz.xyz = normalize(v.normal); //COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
// original unity shaders ----------------------------
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}