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!
605 lines
22 KiB
HLSL
605 lines
22 KiB
HLSL
#ifndef UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED
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#define UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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#include "SpeedTreeUtility.hlsl"
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struct SpeedTreeVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 texcoord3 : TEXCOORD3;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct SpeedTreeVertexOutput
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{
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half2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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half4 fogFactorAndVertexLight : TEXCOORD2; // x: fogFactor, yzw: vertex light
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#ifdef EFFECT_BUMP
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half4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD3;
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half3 viewDirWS : TEXCOORD4;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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float3 positionWS : TEXCOORD7;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 8);
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SpeedTreeVertexDepthOutput
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{
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half2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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half3 viewDirWS : TEXCOORD2;
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SpeedTreeVertexDepthNormalOutput
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{
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half2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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#ifdef EFFECT_BUMP
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half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD2;
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half3 viewDirWS : TEXCOORD3;
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#endif
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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struct SpeedTreeDepthNormalFragmentInput
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{
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SpeedTreeVertexDepthNormalOutput interpolated;
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#ifdef EFFECT_BACKSIDE_NORMALS
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FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC;
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#endif
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};
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struct SpeedTreeFragmentInput
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{
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SpeedTreeVertexOutput interpolated;
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#ifdef EFFECT_BACKSIDE_NORMALS
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FRONT_FACE_TYPE facing : FRONT_FACE_SEMANTIC;
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#endif
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};
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void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
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{
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#if defined(LOD_FADE_PERCENTAGE) && (!defined(LOD_FADE_CROSSFADE) && !defined(EFFECT_BILLBOARD))
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input.vertex.xyz = lerp(input.vertex.xyz, input.texcoord2.xyz, lodValue);
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#endif
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// wind
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#if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE)
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if (_WindEnabled > 0)
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{
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float3 rotatedWindVector = mul(_ST_WindVector.xyz, (float3x3)unity_ObjectToWorld);
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float windLength = length(rotatedWindVector);
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if (windLength < 1e-5)
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{
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// sanity check that wind data is available
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return;
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}
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rotatedWindVector /= windLength;
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float3 treePos = float3(unity_ObjectToWorld[0].w, unity_ObjectToWorld[1].w, unity_ObjectToWorld[2].w);
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float3 windyPosition = input.vertex.xyz;
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#ifndef EFFECT_BILLBOARD
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// geometry type
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float geometryType = (int)(input.texcoord3.w + 0.25);
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bool leafTwo = false;
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if (geometryType > GEOM_TYPE_FACINGLEAF)
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{
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geometryType -= 2;
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leafTwo = true;
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}
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// leaves
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if (geometryType > GEOM_TYPE_FROND)
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{
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// remove anchor position
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float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w);
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windyPosition -= anchor;
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if (geometryType == GEOM_TYPE_FACINGLEAF)
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{
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// face camera-facing leaf to camera
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float offsetLen = length(windyPosition);
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windyPosition = mul(windyPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * windyPosition
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windyPosition = normalize(windyPosition) * offsetLen; // make sure the offset vector is still scaled
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}
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// leaf wind
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#if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST)
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#ifdef _WINDQUALITY_BEST
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bool bBestWind = true;
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#else
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bool bBestWind = false;
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#endif
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float leafWindTrigOffset = anchor.x + anchor.y;
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windyPosition = LeafWind(bBestWind, leafTwo, windyPosition, input.normal, input.texcoord3.x, float3(0,0,0), input.texcoord3.y, input.texcoord3.z, leafWindTrigOffset, rotatedWindVector);
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#endif
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// move back out to anchor
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windyPosition += anchor;
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}
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// frond wind
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bool bPalmWind = false;
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#ifdef _WINDQUALITY_PALM
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bPalmWind = true;
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if (geometryType == GEOM_TYPE_FROND)
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{
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windyPosition = RippleFrond(windyPosition, input.normal, input.texcoord.x, input.texcoord.y, input.texcoord3.x, input.texcoord3.y, input.texcoord3.z);
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}
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#endif
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// branch wind (applies to all 3D geometry)
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#if defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST) || defined(_WINDQUALITY_PALM)
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float3 rotatedBranchAnchor = normalize(mul(_ST_WindBranchAnchor.xyz, (float3x3)unity_ObjectToWorld)) * _ST_WindBranchAnchor.w;
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windyPosition = BranchWind(bPalmWind, windyPosition, treePos, float4(input.texcoord.zw, 0, 0), rotatedWindVector, rotatedBranchAnchor);
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#endif
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#endif // !EFFECT_BILLBOARD
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// global wind
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float globalWindTime = _ST_WindGlobal.x;
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#if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED)
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globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime);
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#endif
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windyPosition = GlobalWind(windyPosition, treePos, true, rotatedWindVector, globalWindTime);
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input.vertex.xyz = windyPosition;
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}
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#endif
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#if defined(EFFECT_BILLBOARD)
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float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
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// crossfade faces
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bool topDown = (input.texcoord.z > 0.5);
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float3 viewDir = UNITY_MATRIX_IT_MV[2].xyz;
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float3 cameraDir = normalize(mul((float3x3)UNITY_MATRIX_M, _WorldSpaceCameraPos - treePos));
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float viewDot = max(dot(viewDir, input.normal), dot(cameraDir, input.normal));
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viewDot *= viewDot;
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viewDot *= viewDot;
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viewDot += topDown ? 0.38 : 0.18; // different scales for horz and vert billboards to fix transition zone
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// if invisible, avoid overdraw
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if (viewDot < 0.3333)
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{
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input.vertex.xyz = float3(0, 0, 0);
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}
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input.color = float4(1, 1, 1, clamp(viewDot, 0, 1));
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// adjust lighting on billboards to prevent seams between the different faces
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if (topDown)
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{
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input.normal += cameraDir;
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}
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else
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{
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half3 binormal = cross(input.normal, input.tangent.xyz) * input.tangent.w;
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float3 right = cross(cameraDir, binormal);
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input.normal = cross(binormal, right);
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}
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input.normal = normalize(input.normal);
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#endif
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}
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SpeedTreeVertexOutput SpeedTree8Vert(SpeedTreeVertexInput input)
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{
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SpeedTreeVertexOutput output = (SpeedTreeVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// handle speedtree wind and lod
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InitializeData(input, unity_LODFade.x);
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output.uv = input.texcoord.xy;
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output.color = input.color;
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// color already contains (ao, ao, ao, blend)
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// put hue variation amount in there
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#ifdef EFFECT_HUE_VARIATION
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float3 treePos = float3(UNITY_MATRIX_M[0].w, UNITY_MATRIX_M[1].w, UNITY_MATRIX_M[2].w);
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float hueVariationAmount = frac(treePos.x + treePos.y + treePos.z);
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output.color.g = saturate(hueVariationAmount * _HueVariationColor.a);
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#endif
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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half3 normalWS = TransformObjectToWorldNormal(input.normal);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalWS);
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half fogFactor = 0.0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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#ifdef EFFECT_BUMP
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real sign = input.tangent.w * GetOddNegativeScale();
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output.normalWS.xyz = normalWS;
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output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz);
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output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign;
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// View dir packed in w.
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output.normalWS.w = viewDirWS.x;
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output.tangentWS.w = viewDirWS.y;
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output.bitangentWS.w = viewDirWS.z;
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#else
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output.normalWS = normalWS;
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output.viewDirWS = viewDirWS;
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#endif
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output.positionWS = vertexInput.positionWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.clipPos = vertexInput.positionCS;
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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return output;
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}
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SpeedTreeVertexDepthOutput SpeedTree8VertDepth(SpeedTreeVertexInput input)
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{
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SpeedTreeVertexDepthOutput output = (SpeedTreeVertexDepthOutput)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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// handle speedtree wind and lod
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InitializeData(input, unity_LODFade.x);
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output.uv = input.texcoord.xy;
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output.color = input.color;
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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output.viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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#ifdef SHADOW_CASTER
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half3 normalWS = TransformObjectToWorldNormal(input.normal);
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - vertexInput.positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(vertexInput.positionWS, normalWS, lightDirectionWS));
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output.clipPos = positionCS;
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#else
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output.clipPos = vertexInput.positionCS;
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#endif
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return output;
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}
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void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.interpolated.positionWS.xyz;
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inputData.positionCS = input.interpolated.clipPos;
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#ifdef EFFECT_BUMP
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inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz));
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
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#else
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inputData.normalWS = NormalizeNormalPerPixel(input.interpolated.normalWS);
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inputData.viewDirectionWS = input.interpolated.viewDirWS;
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#endif
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#if SHADER_HINT_NICE_QUALITY
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inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS);
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.interpolated.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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inputData.fogCoord = InitializeInputDataFog(float4(input.interpolated.positionWS, 1.0), input.interpolated.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.interpolated.fogFactorAndVertexLight.yzw;
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inputData.bakedGI = SAMPLE_GI(NOT_USED, input.interpolated.vertexSH, inputData.normalWS);
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.interpolated.clipPos);
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inputData.shadowMask = half4(1, 1, 1, 1); // No GI currently.
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#if defined(DEBUG_DISPLAY) && !defined(LIGHTMAP_ON)
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inputData.vertexSH = input.interpolated.vertexSH;
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#endif
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#if defined(_NORMALMAP)
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inputData.tangentToWorld = half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz);
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#endif
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}
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#ifdef GBUFFER
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FragmentOutput SpeedTree8Frag(SpeedTreeFragmentInput input)
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#else
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half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target
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#endif
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{
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UNITY_SETUP_INSTANCE_ID(input.interpolated);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);
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#if !defined(SHADER_QUALITY_LOW)
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#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
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#ifdef EFFECT_BUMP
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half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
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#else
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half3 viewDirectionWS = input.interpolated.viewDirWS;
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#endif
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LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x);
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#endif
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#endif
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half2 uv = input.interpolated.uv;
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half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
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half alpha = diffuse.a * input.interpolated.color.a;
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AlphaDiscard(alpha, 0.3333);
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half3 albedo = diffuse.rgb;
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half3 emission = 0;
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half metallic = 0;
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half smoothness = 0;
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half occlusion = 0;
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half3 specular = 0;
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// hue variation
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#ifdef EFFECT_HUE_VARIATION
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half3 shiftedColor = lerp(albedo, _HueVariationColor.rgb, input.interpolated.color.g);
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// preserve vibrance
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half maxBase = max(albedo.r, max(albedo.g, albedo.b));
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half newMaxBase = max(shiftedColor.r, max(shiftedColor.g, shiftedColor.b));
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maxBase /= newMaxBase;
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maxBase = maxBase * 0.5f + 0.5f;
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shiftedColor.rgb *= maxBase;
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albedo = saturate(shiftedColor);
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#endif
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// normal
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#ifdef EFFECT_BUMP
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half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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#else
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half3 normalTs = half3(0, 0, 1);
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#endif
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// flip normal on backsides
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#ifdef EFFECT_BACKSIDE_NORMALS
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normalTs.z = IS_FRONT_VFACE(input.facing, normalTs.z, -normalTs.z);
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#endif
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// adjust billboard normals to improve GI and matching
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#ifdef EFFECT_BILLBOARD
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normalTs.z *= 0.5;
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normalTs = normalize(normalTs);
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#endif
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// extra
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#ifdef EFFECT_EXTRA_TEX
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half4 extra = tex2D(_ExtraTex, uv);
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smoothness = extra.r;
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metallic = extra.g;
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occlusion = extra.b * input.interpolated.color.r;
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#else
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smoothness = _Glossiness;
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metallic = _Metallic;
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occlusion = input.interpolated.color.r;
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#endif
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InputData inputData;
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InitializeInputData(input, normalTs, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.interpolated.uv, _MainTex);
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#if defined(GBUFFER) || defined(EFFECT_SUBSURFACE)
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Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
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#endif
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// subsurface (hijack emissive)
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#ifdef EFFECT_SUBSURFACE
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half fSubsurfaceRough = 0.7 - smoothness * 0.5;
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half fSubsurface = D_GGX(clamp(-dot(mainLight.direction.xyz, inputData.viewDirectionWS.xyz), 0, 1), fSubsurfaceRough);
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float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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half realtimeShadow = MainLightRealtimeShadow(shadowCoord);
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float3 tintedSubsurface = tex2D(_SubsurfaceTex, uv).rgb * _SubsurfaceColor.rgb;
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float3 directSubsurface = tintedSubsurface.rgb * mainLight.color.rgb * fSubsurface * realtimeShadow;
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float3 indirectSubsurface = tintedSubsurface.rgb * inputData.bakedGI.rgb * _SubsurfaceIndirect;
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emission = directSubsurface + indirectSubsurface;
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#endif
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#ifdef GBUFFER
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// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
|
|
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
|
|
BRDFData brdfData;
|
|
InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
|
|
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
|
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
|
|
|
return BRDFDataToGbuffer(brdfData, inputData, smoothness, emission + color, occlusion);
|
|
|
|
#else
|
|
SurfaceData surfaceData;
|
|
|
|
surfaceData.albedo = albedo;
|
|
surfaceData.specular = specular;
|
|
surfaceData.metallic = metallic;
|
|
surfaceData.smoothness = smoothness;
|
|
surfaceData.normalTS = normalTs;
|
|
surfaceData.emission = emission;
|
|
surfaceData.occlusion = occlusion;
|
|
surfaceData.alpha = alpha;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
inputData.uv = uv;
|
|
#endif
|
|
|
|
half4 color = UniversalFragmentPBR(inputData, surfaceData);
|
|
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
|
color.a = OutputAlpha(color.a, _Surface);
|
|
|
|
return color;
|
|
|
|
#endif
|
|
}
|
|
|
|
half4 SpeedTree8FragDepth(SpeedTreeVertexDepthOutput input) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
|
|
|
#if !defined(SHADER_QUALITY_LOW)
|
|
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
|
|
LODDitheringTransition(ComputeFadeMaskSeed(input.viewDirWS, input.clipPos.xy), unity_LODFade.x);
|
|
#endif
|
|
#endif
|
|
|
|
half2 uv = input.uv;
|
|
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
|
|
|
|
half alpha = diffuse.a * input.color.a;
|
|
AlphaDiscard(alpha, 0.3333);
|
|
|
|
#if defined(SCENESELECTIONPASS)
|
|
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
|
|
return half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#else
|
|
return half4(0, 0, 0, 0);
|
|
#endif
|
|
}
|
|
|
|
SpeedTreeVertexDepthNormalOutput SpeedTree8VertDepthNormal(SpeedTreeVertexInput input)
|
|
{
|
|
SpeedTreeVertexDepthNormalOutput output = (SpeedTreeVertexDepthNormalOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
|
|
|
// handle speedtree wind and lod
|
|
InitializeData(input, unity_LODFade.x);
|
|
output.uv = input.texcoord.xy;
|
|
output.color = input.color;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
|
half3 normalWS = TransformObjectToWorldNormal(input.normal);
|
|
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
|
|
#ifdef EFFECT_BUMP
|
|
real sign = input.tangent.w * GetOddNegativeScale();
|
|
output.normalWS.xyz = normalWS;
|
|
output.tangentWS.xyz = TransformObjectToWorldDir(input.tangent.xyz);
|
|
output.bitangentWS.xyz = cross(output.normalWS.xyz, output.tangentWS.xyz) * sign;
|
|
|
|
// View dir packed in w.
|
|
output.normalWS.w = viewDirWS.x;
|
|
output.tangentWS.w = viewDirWS.y;
|
|
output.bitangentWS.w = viewDirWS.z;
|
|
#else
|
|
output.normalWS = normalWS;
|
|
output.viewDirWS = viewDirWS;
|
|
#endif
|
|
|
|
output.clipPos = vertexInput.positionCS;
|
|
return output;
|
|
}
|
|
|
|
half4 SpeedTree8FragDepthNormal(SpeedTreeDepthNormalFragmentInput input) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(input.interpolated);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input.interpolated);
|
|
|
|
#if !defined(SHADER_QUALITY_LOW)
|
|
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
|
|
#ifdef EFFECT_BUMP
|
|
half3 viewDirectionWS = half3(input.interpolated.normalWS.w, input.interpolated.tangentWS.w, input.interpolated.bitangentWS.w);
|
|
#else
|
|
half3 viewDirectionWS = input.interpolated.viewDirWS;
|
|
#endif
|
|
LODDitheringTransition(ComputeFadeMaskSeed(viewDirectionWS, input.interpolated.clipPos.xy), unity_LODFade.x);
|
|
#endif
|
|
#endif
|
|
|
|
half2 uv = input.interpolated.uv;
|
|
half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color;
|
|
|
|
half alpha = diffuse.a * input.interpolated.color.a;
|
|
AlphaDiscard(alpha, 0.3333);
|
|
|
|
// normal
|
|
#if defined(EFFECT_BUMP)
|
|
half3 normalTs = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
|
|
#else
|
|
half3 normalTs = half3(0, 0, 1);
|
|
#endif
|
|
|
|
// flip normal on backsides
|
|
#ifdef EFFECT_BACKSIDE_NORMALS
|
|
if (input.facing < 0.5)
|
|
{
|
|
normalTs.z = -normalTs.z;
|
|
}
|
|
#endif
|
|
|
|
// adjust billboard normals to improve GI and matching
|
|
#if defined(EFFECT_BILLBOARD)
|
|
normalTs.z *= 0.5;
|
|
normalTs = normalize(normalTs);
|
|
#endif
|
|
|
|
#if defined(EFFECT_BUMP)
|
|
float3 normalWS = TransformTangentToWorld(normalTs, half3x3(input.interpolated.tangentWS.xyz, input.interpolated.bitangentWS.xyz, input.interpolated.normalWS.xyz));
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0h);
|
|
#else
|
|
return half4(NormalizeNormalPerPixel(input.interpolated.normalWS), 0.0h);
|
|
#endif
|
|
}
|
|
|
|
#endif
|