// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) Shader "AwesomeTechnologies/VS_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 ("Normalmap", 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" } LOD 400 Cull [_TwoSided] CGPROGRAM #pragma surface SpeedTreeSurf SpeedTreeSubsurface vertex:SpeedTreeVert dithercrossfade addshadow #pragma target 3.0 #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma instancing_options assumeuniformscaling maxcount:50 procedural:setup #pragma shader_feature _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature EFFECT_BILLBOARD #pragma shader_feature EFFECT_HUE_VARIATION #pragma shader_feature EFFECT_SUBSURFACE #pragma shader_feature EFFECT_BUMP #pragma shader_feature EFFECT_EXTRA_TEX #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Common.cginc" #include "Speedtree_indirect.cginc" ENDCG } // targeting SM2.0: Many effects are disabled for fewer instructions SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "DisableBatching"="LODFading" } LOD 400 Cull [_TwoSided] CGPROGRAM #pragma surface SpeedTreeSurf Standard vertex:SpeedTreeVert addshadow noinstancing #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma shader_feature EFFECT_BILLBOARD #pragma shader_feature EFFECT_EXTRA_TEX #include "SpeedTree8Common.cginc" #include "Speedtree_indirect.cginc" ENDCG } FallBack "Transparent/Cutout/VertexLit" CustomEditor "SpeedTree8ShaderGUI" }