94 lines
3.3 KiB
Plaintext
94 lines
3.3 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_SpeedTree8"
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{
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Properties
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{
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_MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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[Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
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_HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)
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[Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
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_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
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_Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
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[Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
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_SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
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_SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
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_SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25
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[Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
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_BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5
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[Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
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[KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="AlphaTest"
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"IgnoreProjector"="True"
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"RenderType"="TransparentCutout"
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"DisableBatching"="LODFading"
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}
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LOD 400
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Cull [_TwoSided]
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CGPROGRAM
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#pragma surface SpeedTreeSurf SpeedTreeSubsurface vertex:SpeedTreeVert dithercrossfade addshadow
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#pragma target 3.0
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma instancing_options assumeuniformscaling maxcount:50 procedural:setup
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#pragma shader_feature _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature EFFECT_BILLBOARD
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#pragma shader_feature EFFECT_HUE_VARIATION
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#pragma shader_feature EFFECT_SUBSURFACE
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_EXTRA_TEX
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#define ENABLE_WIND
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#define EFFECT_BACKSIDE_NORMALS
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#include "SpeedTree8Common.cginc"
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#include "Speedtree_indirect.cginc"
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ENDCG
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}
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// targeting SM2.0: Many effects are disabled for fewer instructions
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SubShader
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{
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Tags
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{
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"Queue"="AlphaTest"
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"IgnoreProjector"="True"
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"RenderType"="TransparentCutout"
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"DisableBatching"="LODFading"
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}
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LOD 400
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Cull [_TwoSided]
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CGPROGRAM
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#pragma surface SpeedTreeSurf Standard vertex:SpeedTreeVert addshadow noinstancing
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma shader_feature EFFECT_BILLBOARD
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#pragma shader_feature EFFECT_EXTRA_TEX
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#include "SpeedTree8Common.cginc"
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#include "Speedtree_indirect.cginc"
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ENDCG
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}
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FallBack "Transparent/Cutout/VertexLit"
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CustomEditor "SpeedTree8ShaderGUI"
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}
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