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!
141 lines
4.2 KiB
Plaintext
141 lines
4.2 KiB
Plaintext
Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard"
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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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_BumpMap("Normal Map", 2D) = "bump" {}
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_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
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[MaterialEnum(None,0,Fastest,1)] _WindQuality("Wind Quality", Range(0,1)) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue" = "AlphaTest"
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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"DisableBatching" = "LODFading"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "SimpleLit"
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}
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LOD 400
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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 _ _CLUSTERED_RENDERING
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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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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#include "SpeedTree7BillboardInput.hlsl"
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#include "SpeedTree7BillboardPasses.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 __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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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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#include "SpeedTree7BillboardInput.hlsl"
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#include "SpeedTree7BillboardPasses.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 __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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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 GBUFFER
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#include "SpeedTree7BillboardInput.hlsl"
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#include "SpeedTree7BillboardPasses.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 __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#define ENABLE_WIND
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#define DEPTH_ONLY
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#include "SpeedTree7BillboardInput.hlsl"
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#include "SpeedTree7BillboardPasses.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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}
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