// Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Tobyfredson/Tree Leaf Foliage Wind Basic (URP)" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [ASEBegin]_AlbedoColor("Albedo Color", Color) = (1,1,1,0) _AlbedoLightness("Albedo Lightness", Range( 0 , 5)) = 1 [Toggle(_COLORVARIATION_ON)] _ColorVariation("Color Variation", Float) = 0 _LeafColorvariatoion("Leaf Color variatoion", Range( 0 , 5)) = 0.6 [NoScaleOffset]_AlbedoMap("Albedo Map", 2D) = "white" {} [NoScaleOffset]_NormalMap("Normal Map", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Range( -3 , 3)) = 0 [Toggle(_NORMALBACKFACEFIXBRANCH_ON)] _NormalBackFaceFixBranch("Normal BackFace Fix (Branch)", Float) = 0 [NoScaleOffset]_MaskMap("Mask Map", 2D) = "white" {} _SmoothnessIntensity("Smoothness Intensity", Float) = 1 _TranslucencyColor("Translucency Color", Color) = (0.5,0.5,0.5,0) _TranslucencyPower("Translucency Power", Range( 0 , 40)) = 8 _TranslucencyRange("Translucency Range", Float) = 1 _AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 1 [Toggle(_VERTEXAO_ON)] _VertexAo("Vertex Ao", Float) = 1 _VertexAointensity("Vertex Ao intensity", Range( 0 , 1)) = 0 _GlobalWindPower("Global Wind Power", Range( 0 , 1)) = 1 _WindDirection("Wind Direction", Range( 1.54 , 1.6)) = 1 _WindPower("Wind Power", Range( 0 , 0.89)) = 1 _WorldFrequency("World Frequency", Range( 0 , 1)) = 1 _WindScale("Wind Scale", Range( 0 , 2)) = 1 _WindAngley("Wind Angle (y)", Range( -100 , 100)) = 20 [ASEEnd]_Cutout("Cutout", Range( 0 , 1)) = 0.4 [HideInInspector] _texcoord( "", 2D ) = "white" {} //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" } Cull Off AlphaToMask Off HLSLINCLUDE #pragma target 3.0 #pragma prefer_hlslcc gles #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile _ DOTS_INSTANCING_ON #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 80200 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma vertex vert #pragma fragment frag #define SHADERPASS_FORWARD #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #if ASE_SRP_VERSION <= 70108 #define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature _COLORVARIATION_ON #pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON #pragma shader_feature_local _VERTEXAO_ON struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord1 : TEXCOORD1; float4 texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 lightmapUVOrVertexSH : TEXCOORD0; half4 fogFactorAndVertexLight : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD6; #endif float4 ase_texcoord7 : TEXCOORD7; float4 ase_color : COLOR; float4 ase_texcoord8 : TEXCOORD8; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _AlbedoColor; float _WindDirection; float _AmbientOcclusion; float _SmoothnessIntensity; float _TranslucencyRange; float _TranslucencyPower; float _NormalIntensity; float _AlbedoLightness; float _LeafColorvariatoion; float _WorldFrequency; float _WindScale; float _WindPower; float _WindAngley; float _GlobalWindPower; float _VertexAointensity; float _Cutout; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlbedoMap; sampler2D _NormalMap; sampler2D _MaskMap; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir( float2 x ) { const float2 k = float2( 0.3183099, 0.3678794 ); x = x * k + k.yx; return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) ); } float GradientNoise( float2 UV, float Scale ) { float2 p = UV * Scale; float2 i = floor( p ); float2 f = frac( p ); float2 u = f * f * ( 3.0 - 2.0 * f ); return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ), lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y ); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; float mulTime10 = _TimeParameters.x * 0.1; float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 ); simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5; float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0); gradientNoise19 = gradientNoise19*0.5 + 0.5; float4 temp_cast_6 = (gradientNoise19).xxxx; float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0)); float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g); float2 texCoord52 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z)); float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x)); float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale ); simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5; float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) ); float3 _Vector1 = float3(0,0,0); float4 temp_cast_8 = (_Vector1.y).xxxx; float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 )); float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0)); float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y); float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection ); float3 TrunkPivotBend169 = rotatedValue131; o.ase_texcoord7.xy = v.texcoord.xy; o.ase_color = v.ase_color; o.ase_texcoord8 = v.vertex; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord7.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = TrunkPivotBend169; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float3 positionVS = TransformWorldToView( positionWS ); float4 positionCS = TransformWorldToHClip( positionWS ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent ); o.tSpace0 = float4( normalInput.normalWS, positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z); OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy ); OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord; o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS ); #ifdef ASE_FOG half fogFactor = ComputeFogFactor( positionCS.z ); #else half fogFactor = 0; #endif o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(positionCS); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_tangent : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_tangent = v.ase_tangent; o.texcoord = v.texcoord; o.texcoord1 = v.texcoord1; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif , FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 uv_AlbedoMap57 = IN.ase_texcoord7.xy; float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 ); float4 break150 = tex2DNode57; float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 )); float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) ); float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) )); float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0)); float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion); #ifdef _COLORVARIATION_ON float4 staticSwitch91 = lerpResult155; #else float4 staticSwitch91 = tex2DNode57; #endif float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ); float2 uv_NormalMap81 = IN.ase_texcoord7.xy; float3 unpack81 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap81 ), _NormalIntensity ); unpack81.z = lerp( 1, unpack81.z, saturate(_NormalIntensity) ); float3 tex2DNode81 = unpack81; float3 appendResult232 = (float3(tex2DNode81.r , ( tex2DNode81.g * ase_vface ) , tex2DNode81.b)); float3 appendResult162 = (float3(tex2DNode81.r , tex2DNode81.g , ( tex2DNode81.b * ase_vface ))); #ifdef _NORMALBACKFACEFIXBRANCH_ON float3 staticSwitch163 = appendResult162; #else float3 staticSwitch163 = appendResult232; #endif float3 NormalOutput207 = staticSwitch163; float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float2 uv_MaskMap44 = IN.ase_texcoord7.xy; float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 ); float fresnelNdotV35 = dot( WorldNormal, WorldViewDirection ); float fresnelNode35 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV35, 5.0 ) ); float4 FresnelBase185 = ( tex2DNode44.b * ( staticSwitch91 * saturate( fresnelNode35 ) ) ); float3 objToWorldDir7 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord8.xyz, 0 ) ).xyz ); float dotResult38 = dot( WorldViewDirection , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir7 * _TranslucencyRange ) ) ); float4 TranslucencyBase194 = saturate( ( dotResult38 * _TranslucencyColor ) ); float4 TranslucencyOutput200 = ( ase_lightAtten * ( ( IN.ase_color.r * ( _TranslucencyPower * ( FresnelBase185 * ( tex2DNode44.b * TranslucencyBase194 ) ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) ); float temp_output_48_0 = ( tex2DNode44.a * _SmoothnessIntensity ); float SmoothnessOutput192 = temp_output_48_0; float AoBase175 = pow( tex2DNode44.g , _AmbientOcclusion ); float blendOpSrc95 = IN.ase_color.r; float blendOpDest95 = AoBase175; float lerpBlendMode95 = lerp(blendOpDest95,( blendOpSrc95 * blendOpDest95 ),_VertexAointensity); #ifdef _VERTEXAO_ON float staticSwitch108 = ( saturate( lerpBlendMode95 )); #else float staticSwitch108 = AoBase175; #endif float AoOutput202 = staticSwitch108; float OpacityMaskOutput213 = tex2DNode57.a; float3 Albedo = AlbedoOutput204.rgb; float3 Normal = NormalOutput207; float3 Emission = TranslucencyOutput200.rgb; float3 Specular = 0.5; float Metallic = 0; float Smoothness = SmoothnessOutput192; float Occlusion = AoOutput202; float Alpha = OpacityMaskOutput213; float AlphaClipThreshold = _Cutout; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #ifdef _ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif half4 color = UniversalFragmentPBR( inputData, Albedo, Metallic, Specular, Smoothness, Occlusion, Emission, Alpha); #ifdef _TRANSMISSION_ASE { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += Albedo * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += Albedo * transmission; } #endif } #endif #ifdef _TRANSLUCENCY_ASE { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += Albedo * translucency * strength; } #endif } #endif #ifdef _REFRACTION_ASE float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile _ DOTS_INSTANCING_ON #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 80200 #pragma vertex vert #pragma fragment frag #define SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_POSITION struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _AlbedoColor; float _WindDirection; float _AmbientOcclusion; float _SmoothnessIntensity; float _TranslucencyRange; float _TranslucencyPower; float _NormalIntensity; float _AlbedoLightness; float _LeafColorvariatoion; float _WorldFrequency; float _WindScale; float _WindPower; float _WindAngley; float _GlobalWindPower; float _VertexAointensity; float _Cutout; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlbedoMap; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir( float2 x ) { const float2 k = float2( 0.3183099, 0.3678794 ); x = x * k + k.yx; return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) ); } float GradientNoise( float2 UV, float Scale ) { float2 p = UV * Scale; float2 i = floor( p ); float2 f = frac( p ); float2 u = f * f * ( 3.0 - 2.0 * f ); return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ), lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y ); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float3 _LightDirection; VertexOutput VertexFunction( VertexInput v ) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; float mulTime10 = _TimeParameters.x * 0.1; float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 ); simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5; float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0); gradientNoise19 = gradientNoise19*0.5 + 0.5; float4 temp_cast_6 = (gradientNoise19).xxxx; float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0)); float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g); float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z)); float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x)); float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale ); simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5; float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) ); float3 _Vector1 = float3(0,0,0); float4 temp_cast_8 = (_Vector1.y).xxxx; float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 )); float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0)); float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y); float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection ); float3 TrunkPivotBend169 = rotatedValue131; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = TrunkPivotBend169; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif float3 normalWS = TransformObjectToWorldDir(v.ase_normal); float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) ); #if UNITY_REVERSED_Z clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #else clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = clipPos; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy; float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 ); float OpacityMaskOutput213 = tex2DNode57.a; float Alpha = OpacityMaskOutput213; float AlphaClipThreshold = _Cutout; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON #ifdef _ALPHATEST_SHADOW_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile _ DOTS_INSTANCING_ON #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 80200 #pragma vertex vert #pragma fragment frag #define SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_POSITION struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _AlbedoColor; float _WindDirection; float _AmbientOcclusion; float _SmoothnessIntensity; float _TranslucencyRange; float _TranslucencyPower; float _NormalIntensity; float _AlbedoLightness; float _LeafColorvariatoion; float _WorldFrequency; float _WindScale; float _WindPower; float _WindAngley; float _GlobalWindPower; float _VertexAointensity; float _Cutout; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlbedoMap; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir( float2 x ) { const float2 k = float2( 0.3183099, 0.3678794 ); x = x * k + k.yx; return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) ); } float GradientNoise( float2 UV, float Scale ) { float2 p = UV * Scale; float2 i = floor( p ); float2 f = frac( p ); float2 u = f * f * ( 3.0 - 2.0 * f ); return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ), lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y ); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; float mulTime10 = _TimeParameters.x * 0.1; float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 ); simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5; float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0); gradientNoise19 = gradientNoise19*0.5 + 0.5; float4 temp_cast_6 = (gradientNoise19).xxxx; float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0)); float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g); float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z)); float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x)); float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale ); simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5; float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) ); float3 _Vector1 = float3(0,0,0); float4 temp_cast_8 = (_Vector1.y).xxxx; float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 )); float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0)); float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y); float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection ); float3 TrunkPivotBend169 = rotatedValue131; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = TrunkPivotBend169; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) #define ASE_SV_DEPTH SV_DepthLessEqual #else #define ASE_SV_DEPTH SV_Depth #endif half4 frag( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy; float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 ); float OpacityMaskOutput213 = tex2DNode57.a; float Alpha = OpacityMaskOutput213; float AlphaClipThreshold = _Cutout; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile _ DOTS_INSTANCING_ON #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 80200 #pragma vertex vert #pragma fragment frag #define SHADERPASS_META #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SHADOWCOORDS #define ASE_NEEDS_VERT_NORMAL #pragma shader_feature _COLORVARIATION_ON #pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE #pragma multi_compile _ _SHADOWS_SOFT #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _AlbedoColor; float _WindDirection; float _AmbientOcclusion; float _SmoothnessIntensity; float _TranslucencyRange; float _TranslucencyPower; float _NormalIntensity; float _AlbedoLightness; float _LeafColorvariatoion; float _WorldFrequency; float _WindScale; float _WindPower; float _WindAngley; float _GlobalWindPower; float _VertexAointensity; float _Cutout; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlbedoMap; sampler2D _MaskMap; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir( float2 x ) { const float2 k = float2( 0.3183099, 0.3678794 ); x = x * k + k.yx; return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) ); } float GradientNoise( float2 UV, float Scale ) { float2 p = UV * Scale; float2 i = floor( p ); float2 f = frac( p ); float2 u = f * f * ( 3.0 - 2.0 * f ); return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ), lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y ); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; float mulTime10 = _TimeParameters.x * 0.1; float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 ); simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5; float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0); gradientNoise19 = gradientNoise19*0.5 + 0.5; float4 temp_cast_6 = (gradientNoise19).xxxx; float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0)); float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g); float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z)); float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x)); float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale ); simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5; float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) ); float3 _Vector1 = float3(0,0,0); float4 temp_cast_8 = (_Vector1.y).xxxx; float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 )); float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0)); float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y); float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection ); float3 TrunkPivotBend169 = rotatedValue131; float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal); o.ase_texcoord3.xyz = ase_worldNormal; o.ase_texcoord2.xy = v.ase_texcoord.xy; o.ase_color = v.ase_color; o.ase_texcoord4 = v.vertex; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = TrunkPivotBend169; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = o.clipPos; o.shadowCoord = GetShadowCoord( vertexInput ); #endif return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy; float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 ); float4 break150 = tex2DNode57; float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 )); float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) ); float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) )); float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0)); float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion); #ifdef _COLORVARIATION_ON float4 staticSwitch91 = lerpResult155; #else float4 staticSwitch91 = tex2DNode57; #endif float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float2 uv_MaskMap44 = IN.ase_texcoord2.xy; float4 tex2DNode44 = tex2D( _MaskMap, uv_MaskMap44 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 ase_worldNormal = IN.ase_texcoord3.xyz; float fresnelNdotV35 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode35 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV35, 5.0 ) ); float4 FresnelBase185 = ( tex2DNode44.b * ( staticSwitch91 * saturate( fresnelNode35 ) ) ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float3 objToWorldDir7 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord4.xyz, 0 ) ).xyz ); float dotResult38 = dot( ase_worldViewDir , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir7 * _TranslucencyRange ) ) ); float4 TranslucencyBase194 = saturate( ( dotResult38 * _TranslucencyColor ) ); float4 TranslucencyOutput200 = ( ase_lightAtten * ( ( IN.ase_color.r * ( _TranslucencyPower * ( FresnelBase185 * ( tex2DNode44.b * TranslucencyBase194 ) ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) ); float OpacityMaskOutput213 = tex2DNode57.a; float3 Albedo = AlbedoOutput204.rgb; float3 Emission = TranslucencyOutput200.rgb; float Alpha = OpacityMaskOutput213; float AlphaClipThreshold = _Cutout; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = Albedo; metaInput.Emission = Emission; return MetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend One Zero, One Zero ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #pragma multi_compile _ DOTS_INSTANCING_ON #define _EMISSION #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 80200 #pragma vertex vert #pragma fragment frag #define SHADERPASS_2D #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #define ASE_NEEDS_VERT_POSITION #pragma shader_feature _COLORVARIATION_ON #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A struct VertexInput { float4 vertex : POSITION; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 worldPos : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _TranslucencyColor; float4 _AlbedoColor; float _WindDirection; float _AmbientOcclusion; float _SmoothnessIntensity; float _TranslucencyRange; float _TranslucencyPower; float _NormalIntensity; float _AlbedoLightness; float _LeafColorvariatoion; float _WorldFrequency; float _WindScale; float _WindPower; float _WindAngley; float _GlobalWindPower; float _VertexAointensity; float _Cutout; #ifdef _TRANSMISSION_ASE float _TransmissionShadow; #endif #ifdef _TRANSLUCENCY_ASE float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef TESSELLATION_ON float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _AlbedoMap; float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } //https://www.shadertoy.com/view/XdXGW8 float2 GradientNoiseDir( float2 x ) { const float2 k = float2( 0.3183099, 0.3678794 ); x = x * k + k.yx; return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) ); } float GradientNoise( float2 UV, float Scale ) { float2 p = UV * Scale; float2 i = floor( p ); float2 f = frac( p ); float2 u = f * f * ( 3.0 - 2.0 * f ); return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ), lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ), dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y ); } float4 CalculateContrast( float contrastValue, float4 colorTarget ) { float t = 0.5 * ( 1.0 - contrastValue ); return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget ); } float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } VertexOutput VertexFunction( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz; float mulTime10 = _TimeParameters.x * 0.1; float simplePerlin2D36 = snoise( (ase_worldPos*1.0 + float3( ( mulTime10 * float2( -0.5,-0.5 ) ) , 0.0 )).xy*2.0 ); simplePerlin2D36 = simplePerlin2D36*0.5 + 0.5; float gradientNoise19 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) , 0.0 )).xy,20.0); gradientNoise19 = gradientNoise19*0.5 + 0.5; float4 temp_cast_6 = (gradientNoise19).xxxx; float4 appendResult61 = (float4(( v.vertex.xyz.y * simplePerlin2D36 ) , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.25 ) + ( v.vertex.xyz.y * 1.2 ) ).r , v.vertex.xyz.z , 0.0)); float4 lerpResult74 = lerp( float4( v.vertex.xyz , 0.0 ) , appendResult61 , v.ase_color.g); float2 texCoord52 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 appendResult54 = (float2(ase_worldPos.x , ase_worldPos.z)); float2 appendResult47 = (float2(_TimeParameters.x , _TimeParameters.x)); float simplePerlin2D77 = snoise( ( appendResult54 + appendResult47 )*_WindScale ); simplePerlin2D77 = simplePerlin2D77*0.5 + 0.5; float4 FinalWind182 = ( 100.0 * ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult74 ) ) * ( v.ase_color.g * ( pow( ( texCoord52.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D77 ) ) ) ); float3 _Vector1 = float3(0,0,0); float4 temp_cast_8 = (_Vector1.y).xxxx; float4 transform114 = mul(GetWorldToObjectMatrix(),float4( ase_worldPos , 0.0 )); float4 appendResult128 = (float4(( ( v.vertex.xyz.y * cos( ( ( ( transform114.x + transform114.z ) * _WorldFrequency ) + ( _TimeParameters.x ) ) ) ) * 1.0 ) , _Vector1.y , 0.0 , 0.0)); float4 lerpResult130 = lerp( temp_cast_8 , appendResult128 , v.vertex.xyz.y); float3 rotatedValue131 = RotateAroundAxis( float3( 0,0,0 ), ( FinalWind182 + lerpResult130 ).xyz, normalize( float3( 0,0,0 ) ), _WindDirection ); float3 TrunkPivotBend169 = rotatedValue131; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = TrunkPivotBend169; #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.ase_normal = v.ase_normal; float3 positionWS = TransformObjectToWorld( v.vertex.xyz ); float4 positionCS = TransformWorldToHClip( positionWS ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.worldPos = positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.clipPos = positionCS; return o; } #if defined(TESSELLATION_ON) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 ase_normal : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.ase_normal = v.ase_normal; o.ase_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { VertexInput o = (VertexInput) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif half4 frag(VertexOutput IN ) : SV_TARGET { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = IN.worldPos; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 uv_AlbedoMap57 = IN.ase_texcoord2.xy; float4 tex2DNode57 = tex2D( _AlbedoMap, uv_AlbedoMap57 ); float4 break150 = tex2DNode57; float4 transform147 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 )); float dotResult4_g17 = dot( transform147.xy , float2( 12.9898,78.233 ) ); float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) )); float4 appendResult152 = (float4(( break150.r * lerpResult10_g17 ) , break150.g , break150.b , 0.0)); float4 lerpResult155 = lerp( tex2DNode57 , appendResult152 , _LeafColorvariatoion); #ifdef _COLORVARIATION_ON float4 staticSwitch91 = lerpResult155; #else float4 staticSwitch91 = tex2DNode57; #endif float4 AlbedoOutput204 = ( _AlbedoColor * ( staticSwitch91 * _AlbedoLightness ) ); float OpacityMaskOutput213 = tex2DNode57.a; float3 Albedo = AlbedoOutput204.rgb; float Alpha = OpacityMaskOutput213; float AlphaClipThreshold = _Cutout; half4 color = half4( Albedo, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=18935 0;219;1920;667;6295.575;1489.629;4.120651;True;True Node;AmplifyShaderEditor.CommentaryNode;1;-4394.846,790.7449;Inherit;False;2774.201;826.295;;32;97;86;82;74;174;65;173;172;61;55;171;36;37;34;29;24;28;18;21;19;16;14;2;12;9;10;8;3;4;197;198;217;Vertex Wind_Layer A;0,0.7931032,1,1;0;0 Node;AmplifyShaderEditor.Vector2Node;4;-4347.783,984.1605;Inherit;False;Constant;_EdgeFlutterFrequency;Edge Flutter Frequency;14;0;Create;True;0;0;0;True;0;False;0,-0.1;0,-0.1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.SimpleTimeNode;3;-4283.109,887.0696;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.WorldPosInputsNode;12;-4287.624,1138.172;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleTimeNode;10;-4284.505,1302.604;Inherit;False;1;0;FLOAT;0.1;False;1;FLOAT;0 Node;AmplifyShaderEditor.Vector2Node;9;-4293.065,1402.975;Inherit;False;Constant;_Vector0;Vector 0;12;0;Create;True;0;0;0;True;0;False;-0.5,-0.5;0.5,0.5;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;8;-4102.368,943.0771;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ScaleAndOffsetNode;16;-3948.064,1010.924;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-4102.831,1362.288;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode;18;-3747.404,1143.68;Inherit;False;Property;_WindAngley;Wind Angle (y);21;0;Create;True;0;0;0;True;0;False;20;20;-100;100;0;1;FLOAT;0 Node;AmplifyShaderEditor.NoiseGeneratorNode;19;-3721.512,897.2493;Inherit;True;Gradient;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;20;False;1;FLOAT;0 Node;AmplifyShaderEditor.ScaleAndOffsetNode;21;-3948.674,1142.904;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.CommentaryNode;31;-3043.105,1680.361;Inherit;False;1426.626;711.0196;;14;101;84;76;77;63;66;67;62;54;52;47;50;53;39;Vertex Wind_Layer B;1,1,1,1;0;0 Node;AmplifyShaderEditor.WireNode;28;-3761.226,1236.964;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleContrastOpNode;24;-3461.12,975.6795;Inherit;True;2;1;COLOR;0,0,0,0;False;0;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.PosVertexDataNode;2;-3217.568,1312.574;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;29;-3708.842,1317.859;Inherit;False;Constant;_FlutterFrequency;Flutter Frequency;21;0;Create;True;0;0;0;True;0;False;2;2;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;112;-4355.556,3102.126;Inherit;False;2904.729;582.355;Comment;18;184;134;131;169;129;130;128;124;126;123;122;120;119;118;117;116;115;114;Trunk Pivot Bend;1,1,1,1;0;0 Node;AmplifyShaderEditor.ScaleNode;34;-2973.154,1416.495;Inherit;False;1.2;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;25;-3311.314,-469.8424;Inherit;False;2628.41;1231.099;;47;186;204;192;200;213;207;42;196;167;78;48;156;158;195;64;210;73;91;72;44;80;166;160;81;232;165;163;209;161;162;103;99;105;140;231;175;96;70;93;111;92;199;221;219;57;246;247;Base Inputs;1,1,1,1;0;0 Node;AmplifyShaderEditor.SimpleTimeNode;39;-2985.151,2253.197;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.NoiseGeneratorNode;36;-3461.647,1238.095;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.ScaleNode;37;-3189.014,978.3224;Inherit;False;0.25;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;171;-2959.86,932.6373;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode;47;-2737.154,2267.197;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode;54;-2708.154,2170.196;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.WorldToObjectTransfNode;114;-4126.771,3268.757;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SamplerNode;57;-2991.376,-349.4449;Inherit;True;Property;_AlbedoMap;Albedo Map;4;1;[NoScaleOffset];Create;True;0;0;0;True;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode;53;-3001.25,1872.442;Inherit;False;Constant;_WindGradient;Wind Gradient;9;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.TextureCoordinatesNode;52;-2954.288,1730.361;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleAddOpNode;55;-2816.313,1190.833;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;50;-2783.561,1988.822;Inherit;False;Property;_WindPower;Wind Power;18;0;Create;True;0;0;0;False;0;False;1;0.89;0;0.89;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;217;-2827.434,967.0376;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;146;-4450.489,-478.4167;Inherit;False;1047.931;504.8553;Comment;10;155;152;159;153;151;168;149;150;147;157;Grass Color Variation;0.7504205,1,0,1;0;0 Node;AmplifyShaderEditor.WireNode;156;-2705.914,-160.8677;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.DynamicAppendNode;61;-2502.863,1044.745;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleAddOpNode;116;-3934.583,3282.682;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;63;-2532.44,2215.482;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.WireNode;172;-2274.574,1028.193;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RangedFloatNode;115;-4073.889,3451.442;Inherit;False;Property;_WorldFrequency;World Frequency;19;0;Create;True;0;0;0;False;0;False;1;0.08;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode;66;-2508.013,1981.075;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;62;-2653.358,2080.872;Inherit;False;Property;_WindScale;Wind Scale;20;0;Create;True;0;0;0;False;0;False;1;1;0;2;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;67;-2658.602,1758.019;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode;65;-2796.81,1410.345;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.WireNode;173;-2969.006,894.9108;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WireNode;158;-2725.375,-393.4232;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;157;-4238.141,-109.9799;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.ObjectToWorldTransfNode;147;-4399.67,-415.0835;Inherit;False;1;0;FLOAT4;1,1,1,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.PowerNode;76;-2374.253,1749.125;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;174;-2254.507,996.0104;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.TimeNode;118;-3702.421,3459.323;Inherit;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;117;-3715.594,3233.367;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.NoiseGeneratorNode;77;-2341.986,2006.852;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp;74;-2215.351,1154.654;Inherit;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.FunctionNode;149;-4199.441,-424.89;Inherit;False;Random Range;-1;;17;7b754edb8aebbfb4a9ace907af661cfc;0;3;1;FLOAT2;0,0;False;2;FLOAT;0.9;False;3;FLOAT;1.15;False;1;FLOAT;0 Node;AmplifyShaderEditor.BreakToComponentsNode;150;-4200.584,-302.4241;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 Node;AmplifyShaderEditor.WireNode;167;-3086.452,-381.9933;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode;119;-3492.756,3331.367;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;84;-2096.712,1906.326;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;86;-2136.426,993.7044;Inherit;False;Property;_GlobalWindPower;Global Wind Power;16;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode;82;-2032.653,1079.469;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.CosOpNode;120;-3356.322,3332.908;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;97;-1847.548,992.9334;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;151;-4010.581,-359.0414;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;183;-1579.193,1244.932;Inherit;False;705.807;416.543;Comment;4;110;135;136;182;Final Wind;1,1,1,1;0;0 Node;AmplifyShaderEditor.WireNode;168;-3485.046,-61.88999;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;101;-1846.1,1745.073;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode;152;-3870.667,-296.3055;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode;153;-3999.788,-148.1935;Inherit;False;Property;_LeafColorvariatoion;Leaf Color variatoion;3;0;Create;True;0;0;0;False;0;False;0.6;0.6;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;122;-3170.203,3237.293;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;159;-3698.381,-75.02069;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;135;-1472.068,1515.821;Inherit;False;Constant;_Float0;Float 0;22;0;Create;True;0;0;0;False;0;False;100;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;110;-1529.193,1294.932;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode;123;-3355.167,3560.954;Inherit;False;Constant;_BendAmount;Bend Amount;14;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;136;-1304.117,1407.475;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.Vector3Node;126;-2886.803,3177.599;Inherit;False;Constant;_Vector1;Vector 1;14;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.LerpOp;155;-3676.252,-309.1174;Inherit;True;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;124;-2945.388,3364.86;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;218;-3172.815,2696.09;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;177;-3342.634,-11.96037;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;182;-1081.217,1398.339;Inherit;False;FinalWind;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.DynamicAppendNode;128;-2662.111,3346.065;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode;184;-2378.557,3479.451;Inherit;False;182;FinalWind;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.LerpOp;130;-2442.328,3248.885;Inherit;True;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode;92;-2620.596,-50.87578;Inherit;False;Property;_AlbedoLightness;Albedo Lightness;1;0;Create;True;0;0;0;True;0;False;1;1;0;5;0;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch;91;-2606.196,-173.5893;Inherit;False;Property;_ColorVariation;Color Variation;2;0;Create;True;0;0;0;True;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;103;-2350.715,-133.809;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;129;-2484.312,3164.603;Inherit;False;Property;_WindDirection;Wind Direction;17;0;Create;True;0;0;0;False;0;False;1;1.566;1.54;1.6;0;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;99;-2577.312,-351.4217;Inherit;False;Property;_AlbedoColor;Albedo Color;0;0;Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.WireNode;219;-2682.774,28.63831;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;134;-2174.395,3359.121;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;105;-2205.481,-279.991;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RotateAboutAxisNode;131;-1965.226,3234.171;Inherit;False;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WireNode;221;-2281.823,19.51141;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;5;-2784.75,2451.73;Inherit;False;1363.509;608.5165;Comment;12;194;60;51;33;38;27;26;20;17;15;11;7;Translucency Base;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode;178;-2229.112,-919.4766;Inherit;False;1162.169;418.4254;Comment;5;185;75;59;49;35;Fresnel Base;1,1,1,1;0;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;169;-1662.903,3236.542;Inherit;False;TrunkPivotBend;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;213;-1000.439,23.75101;Inherit;False;OpacityMaskOutput;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode;71;-1576.009,1970.198;Inherit;False;1008.786;448.881;Comment;5;108;95;176;87;202;Vertex AO;1,1,1,1;0;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;204;-2053.676,-260.9829;Inherit;False;AlbedoOutput;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.LightAttenuation;247;-1488.735,182.3788;Inherit;False;0;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;210;-1831.297,-282.085;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SaturateNode;49;-1946.721,-695.2714;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;51;-1913.432,2730.562;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;6;-3106.329,2531.85;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode;60;-1771.272,2734.502;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.NegateNode;26;-2185.024,2701.666;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;72;-1863.966,373.1519;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;17;-2460.616,2799.517;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.WireNode;181;-2636.945,-583.9021;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;192;-965.506,584.8484;Inherit;False;SmoothnessOutput;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;195;-2234.989,185.2281;Inherit;False;194;TranslucencyBase;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.NegateNode;64;-2146.562,286.9199;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;201;-389.1656,13.56282;Inherit;False;200;TranslucencyOutput;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;179;-2311.72,-782.6675;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;15;-2709.985,2506.73;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.RegisterLocalVarNode;194;-1626.751,2754.183;Inherit;False;TranslucencyBase;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;73;-3282.993,123.8752;Inherit;False;Property;_NormalIntensity;Normal Intensity;6;0;Create;True;0;0;0;False;0;False;0;1;-3;3;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;186;-2241.012,-388.9149;Inherit;False;185;FresnelBase;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.SamplerNode;44;-2995.53,338.3598;Inherit;True;Property;_MaskMap;Mask Map;8;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;246;-1165.735,268.3788;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;42;-2502.358,487.3014;Inherit;False;Property;_SmoothnessIntensity;Smoothness Intensity;9;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.DotProductOpNode;38;-2039.298,2633.846;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;170;-368.5742,509.5815;Inherit;False;169;TrunkPivotBend;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;75;-1493.386,-795.2056;Inherit;True;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;196;-2137.835,533.511;Inherit;False;194;TranslucencyBase;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;-2275.537,382.5274;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;185;-1282.189,-800.7764;Inherit;False;FresnelBase;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;78;-2977.489,592.6654;Inherit;False;Property;_AmbientOcclusion;Ambient Occlusion;13;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;93;-1735.171,284.7313;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;214;-376.2633,261.992;Inherit;False;213;OpacityMaskOutput;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;234;-401.135,350.5931;Inherit;False;Property;_Cutout;Cutout;22;0;Create;True;0;0;0;False;0;False;0.4;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.TransformDirectionNode;7;-2700.254,2707.115;Inherit;False;Object;World;True;Fast;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.GetLocalVarNode;203;-364.0876,171.0751;Inherit;False;202;AoOutput;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;175;-2515.849,372.1566;Inherit;False;AoBase;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ColorNode;33;-2319.868,2831.874;Inherit;False;Property;_TranslucencyColor;Translucency Color;10;0;Create;True;0;0;0;False;0;False;0.5,0.5,0.5,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RegisterLocalVarNode;200;-980.3096,386.2877;Inherit;False;TranslucencyOutput;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;96;-2512.534,596.5235;Inherit;False;Property;_TranslucencyPower;Translucency Power;11;0;Create;True;0;0;0;False;0;False;8;8;0;40;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;202;-778.7432,2192.105;Inherit;False;AoOutput;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;193;-380.5868,86.2905;Inherit;False;192;SmoothnessOutput;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;70;-1990.066,223.7055;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode;176;-1422.903,2051.479;Inherit;False;175;AoBase;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;59;-1748.932,-867.6765;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;198;-2581.516,862.1125;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;199;-1886.413,602.6767;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;231;-2697.601,127.7472;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;111;-1607.707,424.1729;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode;87;-1554.674,2233.298;Inherit;False;Property;_VertexAointensity;Vertex Ao intensity;15;0;Create;True;0;0;0;False;0;False;0;0.765;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode;20;-2328.043,2709.66;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.BlendOpsNode;95;-1221.831,2138.403;Inherit;True;Multiply;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode;205;-369.2605,-171.6957;Inherit;False;204;AlbedoOutput;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.PowerNode;80;-2692.831,523.6613;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;140;-1484.3,273.0743;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;197;-2606.203,1242.058;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ViewDirInputsCoordNode;27;-2357.127,2550.37;Inherit;False;World;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;166;-1278.138,362.998;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.WireNode;180;-2309.924,-690.8901;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.FaceVariableNode;160;-2881.934,172.231;Inherit;False;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode;11;-2702.115,2878.087;Inherit;False;Property;_TranslucencyRange;Translucency Range;12;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;207;-968.6656,135.6759;Inherit;False;NormalOutput;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode;232;-2562.204,89.58797;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.StaticSwitch;108;-957.6432,2054.52;Inherit;False;Property;_VertexAo;Vertex Ao;14;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LightColorNode;165;-1453.704,395.6751;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2 Node;AmplifyShaderEditor.SimpleMultiplyOpNode;161;-2702.872,255.3043;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.WireNode;209;-2149.49,475.3153;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch;163;-2413.745,54.66759;Inherit;False;Property;_NormalBackFaceFixBranch;Normal BackFace Fix (Branch);7;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode;206;-397.2667,-79.89816;Inherit;False;207;NormalOutput;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.FresnelNode;35;-2180.113,-715.8903;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode;81;-3004.958,-47.00212;Inherit;True;Property;_NormalMap;Normal Map;5;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.DynamicAppendNode;162;-2549.198,218.2076;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;237;0,0;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;2;Tobyfredson/Tree Leaf Foliage Wind Basic (URP);94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;18;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;18;all;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;38;Workflow;1;0;Surface;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;0;637807912264142222;Fragment Normal Space,InvertActionOnDeselection;0;0;Transmission;0;0; Transmission Shadow;0.5,False,-1;0;Translucency;0;0; Translucency Strength;1,False,-1;0; Normal Distortion;0.5,False,-1;0; Scattering;2,False,-1;0; Direct;0.9,False,-1;0; Ambient;0.1,False,-1;0; Shadow;0.5,False,-1;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;DOTS Instancing;1;637807912120275178;Tessellation;0;0; Phong;0;0; Strength;0.5,False,-1;0; Type;0;0; Tess;16,False,-1;0; Min;10,False,-1;0; Max;25,False,-1;0; Edge Length;16,False,-1;0; Max Displacement;25,False,-1;0;Write Depth;0;0; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;0;6;False;True;True;True;True;True;False;;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;239;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;True;False;False;False;False;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;241;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;236;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;True;True;True;True;0;False;-1;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;238;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;240;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;0;False;-1;False;False;False;False;False;False;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;True;17;d3d9;d3d11;glcore;gles;gles3;metal;vulkan;xbox360;xboxone;xboxseries;ps4;playstation;psp2;n3ds;wiiu;switch;nomrt;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0 WireConnection;8;0;3;0 WireConnection;8;1;4;0 WireConnection;16;0;12;0 WireConnection;16;2;8;0 WireConnection;14;0;10;0 WireConnection;14;1;9;0 WireConnection;19;0;16;0 WireConnection;21;0;12;0 WireConnection;21;2;14;0 WireConnection;28;0;21;0 WireConnection;24;1;19;0 WireConnection;24;0;18;0 WireConnection;34;0;2;2 WireConnection;36;0;28;0 WireConnection;36;1;29;0 WireConnection;37;0;24;0 WireConnection;171;0;2;0 WireConnection;47;0;39;0 WireConnection;47;1;39;0 WireConnection;54;0;12;1 WireConnection;54;1;12;3 WireConnection;114;0;12;0 WireConnection;55;0;37;0 WireConnection;55;1;34;0 WireConnection;217;0;2;2 WireConnection;217;1;36;0 WireConnection;156;0;57;0 WireConnection;61;0;217;0 WireConnection;61;1;55;0 WireConnection;61;2;2;3 WireConnection;116;0;114;1 WireConnection;116;1;114;3 WireConnection;63;0;54;0 WireConnection;63;1;47;0 WireConnection;172;0;171;0 WireConnection;66;0;50;0 WireConnection;67;0;52;2 WireConnection;67;1;53;0 WireConnection;173;0;2;0 WireConnection;158;0;57;0 WireConnection;157;0;156;0 WireConnection;76;0;67;0 WireConnection;76;1;66;0 WireConnection;174;0;173;0 WireConnection;117;0;116;0 WireConnection;117;1;115;0 WireConnection;77;0;63;0 WireConnection;77;1;62;0 WireConnection;74;0;172;0 WireConnection;74;1;61;0 WireConnection;74;2;65;2 WireConnection;149;1;147;0 WireConnection;150;0;157;0 WireConnection;167;0;158;0 WireConnection;119;0;117;0 WireConnection;119;1;118;2 WireConnection;84;0;76;0 WireConnection;84;1;77;0 WireConnection;82;0;174;0 WireConnection;82;1;74;0 WireConnection;120;0;119;0 WireConnection;97;0;86;0 WireConnection;97;1;82;0 WireConnection;151;0;150;0 WireConnection;151;1;149;0 WireConnection;168;0;167;0 WireConnection;101;0;65;2 WireConnection;101;1;84;0 WireConnection;152;0;151;0 WireConnection;152;1;150;1 WireConnection;152;2;150;2 WireConnection;122;0;2;2 WireConnection;122;1;120;0 WireConnection;159;0;168;0 WireConnection;110;0;97;0 WireConnection;110;1;101;0 WireConnection;136;0;135;0 WireConnection;136;1;110;0 WireConnection;155;0;159;0 WireConnection;155;1;152;0 WireConnection;155;2;153;0 WireConnection;124;0;122;0 WireConnection;124;1;123;0 WireConnection;218;0;2;2 WireConnection;177;0;155;0 WireConnection;182;0;136;0 WireConnection;128;0;124;0 WireConnection;128;1;126;2 WireConnection;130;0;126;2 WireConnection;130;1;128;0 WireConnection;130;2;218;0 WireConnection;91;1;57;0 WireConnection;91;0;177;0 WireConnection;103;0;91;0 WireConnection;103;1;92;0 WireConnection;219;0;57;4 WireConnection;134;0;184;0 WireConnection;134;1;130;0 WireConnection;105;0;99;0 WireConnection;105;1;103;0 WireConnection;131;1;129;0 WireConnection;131;3;134;0 WireConnection;221;0;219;0 WireConnection;169;0;131;0 WireConnection;213;0;221;0 WireConnection;204;0;105;0 WireConnection;210;0;186;0 WireConnection;49;0;35;0 WireConnection;51;0;38;0 WireConnection;51;1;33;0 WireConnection;6;0;2;0 WireConnection;60;0;51;0 WireConnection;26;0;20;0 WireConnection;72;0;44;3 WireConnection;72;1;196;0 WireConnection;17;0;7;0 WireConnection;17;1;11;0 WireConnection;181;0;44;3 WireConnection;192;0;209;0 WireConnection;64;0;48;0 WireConnection;179;0;91;0 WireConnection;194;0;60;0 WireConnection;246;0;247;0 WireConnection;246;1;166;0 WireConnection;38;0;27;0 WireConnection;38;1;26;0 WireConnection;75;0;180;0 WireConnection;75;1;59;0 WireConnection;48;0;44;4 WireConnection;48;1;42;0 WireConnection;185;0;75;0 WireConnection;93;0;210;0 WireConnection;93;1;72;0 WireConnection;7;0;6;0 WireConnection;175;0;80;0 WireConnection;200;0;246;0 WireConnection;202;0;108;0 WireConnection;70;0;195;0 WireConnection;70;1;64;0 WireConnection;59;0;179;0 WireConnection;59;1;49;0 WireConnection;198;0;197;0 WireConnection;199;0;198;0 WireConnection;231;0;81;2 WireConnection;231;1;160;0 WireConnection;111;0;96;0 WireConnection;111;1;93;0 WireConnection;20;0;15;0 WireConnection;20;1;17;0 WireConnection;95;0;65;1 WireConnection;95;1;176;0 WireConnection;95;2;87;0 WireConnection;80;0;44;2 WireConnection;80;1;78;0 WireConnection;140;0;199;0 WireConnection;140;1;111;0 WireConnection;197;0;65;1 WireConnection;166;0;140;0 WireConnection;166;1;165;1 WireConnection;166;2;165;2 WireConnection;180;0;181;0 WireConnection;207;0;163;0 WireConnection;232;0;81;1 WireConnection;232;1;231;0 WireConnection;232;2;81;3 WireConnection;108;1;176;0 WireConnection;108;0;95;0 WireConnection;161;0;81;3 WireConnection;161;1;160;0 WireConnection;209;0;48;0 WireConnection;163;1;232;0 WireConnection;163;0;162;0 WireConnection;81;5;73;0 WireConnection;162;0;81;1 WireConnection;162;1;81;2 WireConnection;162;2;161;0 WireConnection;237;0;205;0 WireConnection;237;1;206;0 WireConnection;237;2;201;0 WireConnection;237;4;193;0 WireConnection;237;5;203;0 WireConnection;237;6;214;0 WireConnection;237;7;234;0 WireConnection;237;8;170;0 ASEEND*/ //CHKSM=B2FF2FC52EF266FCFD4D7364F12A35CF2EA89D3F