257 lines
9.4 KiB
Plaintext
257 lines
9.4 KiB
Plaintext
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Shader "Universal Render Pipeline/Nature/SpeedTree8"
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{
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Properties
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{
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_MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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[Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
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_HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)
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[Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
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_Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
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_Metallic ("Metallic", Range(0.0, 1.0)) = 0.0
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[Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
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_SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
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_SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
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_SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25
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[Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
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_BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5
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[Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
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[KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _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"="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" = "Lit"
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}
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LOD 400
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Cull [_TwoSided]
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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 SpeedTree8Vert
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#pragma fragment SpeedTree8Frag
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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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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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 _ 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 _ _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 multi_compile_instancing
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#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
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#pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BILLBOARD
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#pragma shader_feature_local EFFECT_SUBSURFACE
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#pragma shader_feature_local EFFECT_BUMP
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#pragma shader_feature_local EFFECT_EXTRA_TEX
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#define ENABLE_WIND
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#define EFFECT_BACKSIDE_NORMALS
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#include "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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 SpeedTree8VertDepth
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#pragma fragment SpeedTree8FragDepth
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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 _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BILLBOARD
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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 "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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 SpeedTree8Vert
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#pragma fragment SpeedTree8Frag
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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 _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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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 _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BILLBOARD
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#pragma shader_feature_local EFFECT_HUE_VARIATION
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#pragma shader_feature_local EFFECT_SUBSURFACE
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#pragma shader_feature_local EFFECT_BUMP
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#pragma shader_feature_local EFFECT_EXTRA_TEX
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#define ENABLE_WIND
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#define EFFECT_BACKSIDE_NORMALS
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#define GBUFFER
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#include "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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 SpeedTree8VertDepth
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#pragma fragment SpeedTree8FragDepth
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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 _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BILLBOARD
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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 "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex SpeedTree8VertDepth
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#pragma fragment SpeedTree8FragDepth
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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 _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BILLBOARD
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#define ENABLE_WIND
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#define DEPTH_ONLY
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#include "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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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ZWrite On
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HLSLPROGRAM
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#pragma vertex SpeedTree8VertDepthNormal
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#pragma fragment SpeedTree8FragDepthNormal
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#pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
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#pragma shader_feature_local EFFECT_BUMP
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_instancing
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#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
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#pragma instancing_options assumeuniformscaling maxcount:50
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#define ENABLE_WIND
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#define EFFECT_BACKSIDE_NORMALS
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#include "SpeedTree8Input.hlsl"
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#include "SpeedTree8Passes.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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CustomEditor "SpeedTree8ShaderGUI"
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}
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