275 lines
9.8 KiB
Plaintext
275 lines
9.8 KiB
Plaintext
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "AwesomeTechnologies/VS_SpeedTree"
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{
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Properties
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{
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_Color ("Main Color", Color) = (1,1,1,1)
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_HueVariation ("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_DetailTex ("Detail", 2D) = "black" {}
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_BumpMap ("Normal Map", 2D) = "bump" {}
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_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.333
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[MaterialEnum(Off,0,Front,1,Back,2)] _Cull ("Cull", Int) = 2
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[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0,5)) = 0
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}
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// targeting SM3.0+
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SubShader
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{
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Tags
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{
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"Queue"="Geometry"
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"IgnoreProjector"="True"
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"RenderType"="Opaque"
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"DisableBatching"="LODFading"
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}
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LOD 400
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Cull [_Cull]
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Lambert vertex:SpeedTreeVert nodirlightmap nodynlightmap dithercrossfade fullforwardshadows
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#pragma instancing_options assumeuniformscaling maxcount:50 procedural:setup forwardadd
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#include "SpeedTreeCommon.cginc"
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#include "Speedtree_indirect.cginc"
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void surf(Input IN, inout SurfaceOutput OUT)
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(IN, o);
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SPEEDTREE_COPY_FRAG(OUT, o)
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}
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ENDCG
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Pass
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{
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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 target 3.0
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#pragma instancing_options assumeuniformscaling maxcount:50 procedural:setup forwardadd
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
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#pragma multi_compile_instancing
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma multi_compile GPU_FRUSTUM_ON __
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#pragma multi_compile_shadowcaster
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#define ENABLE_WIND
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#include "SpeedTreeCommon.cginc"
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#include "Speedtree_indirect.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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#ifdef SPEEDTREE_ALPHATEST
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float2 uv : TEXCOORD1;
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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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v2f vert(SpeedTreeVB 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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#ifdef SPEEDTREE_ALPHATEST
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o.uv = v.texcoord.xy;
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#endif
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OffsetSpeedTreeVertex(v, unity_LODFade.x);
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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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UNITY_SETUP_INSTANCE_ID(i);
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#ifdef SPEEDTREE_ALPHATEST
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clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff);
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#endif
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UNITY_APPLY_DITHER_CROSSFADE(i.pos.xy);
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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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Pass
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{
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Tags { "LightMode" = "Vertex" }
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma instancing_options assumeuniformscaling maxcount:50 forwardadd
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#pragma multi_compile_fog
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
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#pragma multi_compile_instancing
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma shader_feature EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#include "SpeedTreeCommon.cginc"
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struct v2f
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{
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UNITY_POSITION(vertex);
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UNITY_FOG_COORDS(0)
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Input data : TEXCOORD1;
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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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v2f vert(SpeedTreeVB 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_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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SpeedTreeVert(v, o.data);
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o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 4, true);
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o.vertex = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(i);
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SpeedTreeFragOut o;
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SpeedTreeFrag(i.data, o);
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UNITY_APPLY_DITHER_CROSSFADE(i.vertex.xy);
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fixed4 c = fixed4(o.Albedo, o.Alpha);
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UNITY_APPLY_FOG(i.fogCoord, c);
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return c;
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}
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ENDCG
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}
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}
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// targeting SM2.0: Normal-mapping, Hue variation and Wind animation are turned off for less instructions
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SubShader
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{
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Tags
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{
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"Queue"="Geometry"
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"IgnoreProjector"="True"
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"RenderType"="Opaque"
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"DisableBatching"="LODFading"
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}
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LOD 400
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Cull [_Cull]
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CGPROGRAM
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#pragma surface surf Lambert vertex:SpeedTreeVert nodirlightmap nodynlightmap fullforwardshadows noinstancing
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#include "SpeedTreeCommon.cginc"
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void surf(Input IN, inout SurfaceOutput OUT)
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(IN, o);
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SPEEDTREE_COPY_FRAG(OUT, o)
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}
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ENDCG
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Pass
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{
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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_vertex LOD_FADE_PERCENTAGE
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma multi_compile_shadowcaster
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#include "SpeedTreeCommon.cginc"
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struct v2f
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{
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V2F_SHADOW_CASTER;
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#ifdef SPEEDTREE_ALPHATEST
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float2 uv : TEXCOORD1;
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#endif
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};
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v2f vert(SpeedTreeVB v)
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{
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v2f o;
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#ifdef SPEEDTREE_ALPHATEST
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o.uv = v.texcoord.xy;
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#endif
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OffsetSpeedTreeVertex(v, unity_LODFade.x);
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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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#ifdef SPEEDTREE_ALPHATEST
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clip(tex2D(_MainTex, i.uv).a * _Color.a - _Cutoff);
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#endif
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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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Pass
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{
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Tags { "LightMode" = "Vertex" }
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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_fog
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#include "SpeedTreeCommon.cginc"
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struct v2f
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{
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UNITY_POSITION(vertex);
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UNITY_FOG_COORDS(0)
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Input data : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert(SpeedTreeVB 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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SpeedTreeVert(v, o.data);
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o.data.color.rgb *= ShadeVertexLightsFull(v.vertex, v.normal, 2, false);
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o.vertex = UnityObjectToClipPos(v.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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SpeedTreeFragOut o;
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SpeedTreeFrag(i.data, o);
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fixed4 c = fixed4(o.Albedo, o.Alpha);
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UNITY_APPLY_FOG(i.fogCoord, c);
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return c;
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}
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ENDCG
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}
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}
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FallBack "Transparent/Cutout/VertexLit"
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CustomEditor "SpeedTreeMaterialInspector"
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}
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