Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTree7Billboard.shader

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2023-03-28 13:24:16 -04:00
Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard"
{
Properties
{
_Color("Main Color", Color) = (1,1,1,1)
_HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_BumpMap("Normal Map", 2D) = "bump" {}
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
[MaterialEnum(None,0,Fastest,1)] _WindQuality("Wind Quality", Range(0,1)) = 0
}
SubShader
{
Tags
{
"Queue" = "AlphaTest"
"IgnoreProjector" = "True"
"RenderType" = "TransparentCutout"
"DisableBatching" = "LODFading"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "SimpleLit"
}
LOD 400
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
HLSLPROGRAM
#pragma vertex SpeedTree7Vert
#pragma fragment SpeedTree7Frag
#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 _ _SHADOWS_SOFT
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#include "SpeedTree7BillboardInput.hlsl"
#include "SpeedTree7BillboardPasses.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ColorMask 0
HLSLPROGRAM
#pragma vertex SpeedTree7VertDepth
#pragma fragment SpeedTree7FragDepth
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#define ENABLE_WIND
#define DEPTH_ONLY
#define SHADOW_CASTER
#include "SpeedTree7BillboardInput.hlsl"
#include "SpeedTree7BillboardPasses.hlsl"
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
HLSLPROGRAM
#pragma exclude_renderers gles
#pragma vertex SpeedTree7Vert
#pragma fragment SpeedTree7Frag
#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 _ _SHADOWS_SOFT
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local EFFECT_HUE_VARIATION
#define ENABLE_WIND
#define GBUFFER
#include "SpeedTree7BillboardInput.hlsl"
#include "SpeedTree7BillboardPasses.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ColorMask 0
HLSLPROGRAM
#pragma vertex SpeedTree7VertDepth
#pragma fragment SpeedTree7FragDepth
#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
#pragma multi_compile __ LOD_FADE_CROSSFADE
#define ENABLE_WIND
#define DEPTH_ONLY
#include "SpeedTree7BillboardInput.hlsl"
#include "SpeedTree7BillboardPasses.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
}