forked from BilalY/Rasagar
268 lines
10 KiB
Plaintext
268 lines
10 KiB
Plaintext
Shader "Universal Render Pipeline/Nature/SpeedTree8"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
|
|
[Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
|
|
_HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)
|
|
|
|
[Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
|
|
_BumpMap("Normal Map", 2D) = "bump" {}
|
|
|
|
_ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
|
|
_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
|
|
_Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
|
|
|
|
[Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
|
|
_SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
|
|
_SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
|
|
_SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25
|
|
|
|
[Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
|
|
_BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5
|
|
|
|
[Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
|
|
[KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue"="AlphaTest"
|
|
"IgnoreProjector"="True"
|
|
"RenderType"="TransparentCutout"
|
|
"DisableBatching"="LODFading"
|
|
"RenderPipeline" = "UniversalPipeline"
|
|
"UniversalMaterialType" = "Lit"
|
|
}
|
|
LOD 400
|
|
Cull [_TwoSided]
|
|
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags { "LightMode" = "UniversalForward" }
|
|
|
|
AlphaToMask On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree8Vert
|
|
#pragma fragment SpeedTree8Frag
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
#pragma multi_compile _ _LIGHT_LAYERS
|
|
#pragma multi_compile _ _FORWARD_PLUS
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
|
|
|
#pragma multi_compile_fog
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
|
|
#pragma shader_feature_local EFFECT_BILLBOARD
|
|
#pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
|
|
#pragma shader_feature_local_fragment EFFECT_SUBSURFACE
|
|
#pragma shader_feature_local_fragment EFFECT_BUMP
|
|
#pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
|
|
|
|
#define ENABLE_WIND
|
|
#define EFFECT_BACKSIDE_NORMALS
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "SceneSelectionPass"
|
|
Tags{"LightMode" = "SceneSelectionPass"}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree8VertDepth
|
|
#pragma fragment SpeedTree8FragDepth
|
|
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
|
|
#pragma shader_feature_local EFFECT_BILLBOARD
|
|
|
|
#define ENABLE_WIND
|
|
#define DEPTH_ONLY
|
|
#define SCENESELECTIONPASS
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "GBuffer"
|
|
Tags{"LightMode" = "UniversalGBuffer"}
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 4.5
|
|
|
|
// Deferred Rendering Path does not support the OpenGL-based graphics API:
|
|
// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
|
|
#pragma exclude_renderers gles3 glcore
|
|
|
|
#pragma vertex SpeedTree8Vert
|
|
#pragma fragment SpeedTree8Frag
|
|
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
|
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
|
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
|
|
#pragma shader_feature_local EFFECT_BILLBOARD
|
|
#pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
|
|
#pragma shader_feature_local_fragment EFFECT_SUBSURFACE
|
|
#pragma shader_feature_local_fragment EFFECT_BUMP
|
|
#pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
|
|
|
|
#define ENABLE_WIND
|
|
#define EFFECT_BACKSIDE_NORMALS
|
|
#define GBUFFER
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree8VertDepth
|
|
#pragma fragment SpeedTree8FragDepth
|
|
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALMlity and backface normal mode enum keywords)
|
|
#pragma shader_feature_local EFFECT_BILLBOARD
|
|
|
|
#define ENABLE_WIND
|
|
#define DEPTH_ONLY
|
|
#define SHADOW_CASTER
|
|
|
|
// -------------------------------------
|
|
// Universal Pipeline keywords
|
|
|
|
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ZWrite On
|
|
ColorMask R
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree8VertDepth
|
|
#pragma fragment SpeedTree8FragDepth
|
|
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
|
|
#pragma shader_feature_local EFFECT_BILLBOARD
|
|
|
|
#define ENABLE_WIND
|
|
#define DEPTH_ONLY
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// This pass is used when drawing to a _CameraNormalsTexture texture
|
|
Pass
|
|
{
|
|
Name "DepthNormals"
|
|
Tags{"LightMode" = "DepthNormals"}
|
|
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex SpeedTree8VertDepthNormal
|
|
#pragma fragment SpeedTree8FragDepthNormal
|
|
|
|
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
|
|
#pragma shader_feature_local_fragment EFFECT_BUMP
|
|
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
|
|
|
|
#pragma instancing_options assumeuniformscaling maxcount:50
|
|
|
|
#define ENABLE_WIND
|
|
#define EFFECT_BACKSIDE_NORMALS
|
|
|
|
#include "SpeedTree8Input.hlsl"
|
|
#include "SpeedTree8Passes.hlsl"
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
|
CustomEditor "SpeedTree8ShaderGUI"
|
|
}
|