287 lines
9.8 KiB
HLSL
287 lines
9.8 KiB
HLSL
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#ifndef UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED
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#define UNIVERSAL_SPEEDTREE7COMMON_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "SpeedTreeUtility.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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struct SpeedTreeVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float2 texcoord3 : TEXCOORD3;
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half4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct SpeedTreeVertexOutput
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{
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#ifdef VERTEX_COLOR
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half4 color : COLOR;
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#endif
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half3 uvHueVariation : TEXCOORD0;
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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half3 detail : TEXCOORD1;
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#endif
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half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light
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#ifdef EFFECT_BUMP
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half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD3;
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half3 viewDirWS : TEXCOORD4;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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float3 positionWS : TEXCOORD7;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8);
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SpeedTreeVertexDepthOutput
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{
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half3 uvHueVariation : TEXCOORD0;
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half3 viewDirWS : TEXCOORD1;
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SpeedTreeVertexDepthNormalOutput
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{
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half3 uvHueVariation : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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half3 detail : TEXCOORD1;
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#endif
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#ifdef EFFECT_BUMP
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half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD2;
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half3 viewDirWS : TEXCOORD3;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.positionWS.xyz;
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inputData.positionCS = input.clipPos;
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#ifdef EFFECT_BUMP
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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
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#else
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inputData.normalWS = NormalizeNormalPerPixel(input.normalWS);
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inputData.viewDirectionWS = input.viewDirWS;
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#endif
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inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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// Billboards cannot use lightmaps.
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#if !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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inputData.positionCS.xy,
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input.probeOcclusion,
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inputData.shadowMask);
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#else
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inputData.bakedGI = SAMPLE_GI(NOT_USED, input.vertexSH, inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
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inputData.shadowMask = half4(1, 1, 1, 1); // No GI currently.
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#if defined(DEBUG_DISPLAY) && !defined(LIGHTMAP_ON)
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inputData.vertexSH = input.vertexSH;
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#endif
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#if defined(_NORMALMAP)
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inputData.tangentToWorld = half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz);
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#endif
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}
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#ifdef GBUFFER
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FragmentOutput SpeedTree7Frag(SpeedTreeVertexOutput input)
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#else
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half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target
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#endif
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uvHueVariation.xy;
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half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
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diffuse.a *= _Color.a;
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#ifdef SPEEDTREE_ALPHATEST
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diffuse.a = AlphaDiscard(diffuse.a, _Cutoff);
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.clipPos);
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#endif
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half3 diffuseColor = diffuse.rgb;
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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half4 detailColor = tex2D(_DetailTex, input.detail.xy);
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diffuseColor.rgb = lerp(diffuseColor.rgb, detailColor.rgb, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a);
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#endif
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#ifdef EFFECT_HUE_VARIATION
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half3 shiftedColor = lerp(diffuseColor.rgb, _HueVariation.rgb, input.uvHueVariation.z);
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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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#ifdef EFFECT_BUMP
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half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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half3 detailNormal = SampleNormal(input.detail.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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normalTs = lerp(normalTs, detailNormal, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a);
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#endif
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#else
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half3 normalTs = half3(0, 0, 1);
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#endif
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InputData inputData;
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InitializeInputData(input, normalTs, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uvHueVariation.xy);
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#ifdef VERTEX_COLOR
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diffuseColor.rgb *= input.color.rgb;
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#else
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diffuseColor.rgb *= _Color.rgb;
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#endif
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SurfaceData surfaceData;
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surfaceData.albedo = diffuseColor.rgb;
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surfaceData.alpha = diffuse.a;
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surfaceData.emission = half3(0, 0, 0);
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surfaceData.metallic = 0;
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surfaceData.occlusion = 1;
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surfaceData.smoothness = 0;
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surfaceData.specular = half3(0, 0, 0);
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.normalTS = normalTs;
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#ifdef GBUFFER
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half4 color = half4(inputData.bakedGI * diffuseColor.rgb, diffuse.a);
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surfaceData.occlusion = 1.0;
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return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
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#else
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half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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color.a = OutputAlpha(color.a, _Surface);
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return color;
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#endif
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}
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half4 SpeedTree7FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uvHueVariation.xy;
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half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
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diffuse.a *= _Color.a;
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#ifdef SPEEDTREE_ALPHATEST
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AlphaDiscard(diffuse.a, _Cutoff);
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.clipPos);
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#endif
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#if defined(SCENESELECTIONPASS)
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// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
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return half4(_ObjectId, _PassValue, 1.0, 1.0);
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#else
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return half4(input.clipPos.z, 0, 0, 0);
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#endif
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}
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half4 SpeedTree7FragDepthNormal(SpeedTreeVertexDepthNormalOutput input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uvHueVariation.xy;
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half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
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diffuse.a *= _Color.a;
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#ifdef SPEEDTREE_ALPHATEST
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AlphaDiscard(diffuse.a, _Cutoff);
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#endif
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.clipPos);
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#endif
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#if defined(EFFECT_BUMP)
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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#ifdef GEOM_TYPE_BRANCH_DETAIL
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half4 detailColor = tex2D(_DetailTex, input.detail.xy);
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half3 detailNormal = SampleNormal(input.detail.xy, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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normalTS = lerp(normalTS, detailNormal, input.detail.z < 2.0f ? saturate(input.detail.z) : detailColor.a);
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#endif
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)).xyz;
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#else
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half3 normalWS = input.normalWS.xyz;
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#endif
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return half4(NormalizeNormalPerPixel(normalWS), 0.0);
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}
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#endif
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