9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
227 lines
7.5 KiB
Plaintext
227 lines
7.5 KiB
Plaintext
Shader "Universal Render Pipeline/Nature/SpeedTree7"
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{
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Properties
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{
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_Color("Main Color", Color) = (1,1,1,1)
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_HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
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_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
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_DetailTex("Detail", 2D) = "black" {}
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
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[MaterialEnum(Off,0,Front,1,Back,2)] _Cull("Cull", Int) = 2
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[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality("Wind Quality", Range(0,5)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "Geometry"
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"IgnoreProjector" = "True"
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"RenderType" = "Opaque"
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"DisableBatching" = "LODFading"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "SimpleLit"
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}
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LOD 400
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Cull [_Cull]
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex SpeedTree7Vert
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#pragma fragment SpeedTree7Frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma shader_feature_local EFFECT_BUMP
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#define VERTEX_COLOR
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "SceneSelectionPass"
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Tags{"LightMode" = "SceneSelectionPass"}
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HLSLPROGRAM
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#pragma vertex SpeedTree7VertDepth
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#pragma fragment SpeedTree7FragDepth
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#define ENABLE_WIND
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#define DEPTH_ONLY
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#define SCENESELECTIONPASS
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{"LightMode" = "ShadowCaster"}
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex SpeedTree7VertDepth
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#pragma fragment SpeedTree7FragDepth
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#define ENABLE_WIND
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#define DEPTH_ONLY
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#define SHADOW_CASTER
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// -------------------------------------
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// Universal Pipeline keywords
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// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "GBuffer"
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Tags{"LightMode" = "UniversalGBuffer"}
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HLSLPROGRAM
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#pragma exclude_renderers gles
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#pragma vertex SpeedTree7Vert
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#pragma fragment SpeedTree7Frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma shader_feature_local EFFECT_BUMP
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#define ENABLE_WIND
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#define VERTEX_COLOR
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#define GBUFFER
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex SpeedTree7VertDepth
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#pragma fragment SpeedTree7FragDepth
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#define ENABLE_WIND
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#define DEPTH_ONLY
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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// This pass is used when drawing to a _CameraNormalsTexture texture
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Pass
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{
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Name "DepthNormals"
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Tags{"LightMode" = "DepthNormals"}
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HLSLPROGRAM
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#pragma vertex SpeedTree7VertDepthNormal
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#pragma fragment SpeedTree7FragDepthNormal
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma multi_compile_instancing
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#pragma instancing_options assumeuniformscaling maxcount:50
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#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
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#pragma shader_feature_local EFFECT_BUMP
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#define ENABLE_WIND
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#include "SpeedTree7Input.hlsl"
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#include "SpeedTree7Passes.hlsl"
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ENDHLSL
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}
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}
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Dependency "BillboardShader" = "Universal Render Pipeline/Nature/SpeedTree7 Billboard"
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "SpeedTreeMaterialInspector"
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}
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