Shader "Universal Render Pipeline/Nature/SpeedTree8" { Properties { _MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) [Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0 _HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1) [Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0 _BumpMap("Normal Map", 2D) = "bump" {} _ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {} _Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5 _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0 [Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0 _SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {} _SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1) _SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25 [Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0 _BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5 [Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode [KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0 } SubShader { Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "DisableBatching"="LODFading" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" } LOD 400 Cull [_TwoSided] Pass { Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } HLSLPROGRAM #pragma vertex SpeedTree8Vert #pragma fragment SpeedTree8Frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ _CLUSTERED_RENDERING #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile_fog #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_instancing #pragma instancing_options renderinglayer assumeuniformscaling maxcount:50 #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } Pass { Name "SceneSelectionPass" Tags{"LightMode" = "SceneSelectionPass"} HLSLPROGRAM #pragma vertex SpeedTree8VertDepth #pragma fragment SpeedTree8FragDepth #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #define ENABLE_WIND #define DEPTH_ONLY #define SCENESELECTIONPASS #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } Pass { Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} HLSLPROGRAM #pragma exclude_renderers gles #pragma vertex SpeedTree8Vert #pragma fragment SpeedTree8Frag #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_instancing #pragma instancing_options renderinglayer assumeuniformscaling maxcount:50 #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #pragma shader_feature_local EFFECT_HUE_VARIATION #pragma shader_feature_local EFFECT_SUBSURFACE #pragma shader_feature_local EFFECT_BUMP #pragma shader_feature_local EFFECT_EXTRA_TEX #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #define GBUFFER #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree8VertDepth #pragma fragment SpeedTree8FragDepth #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #define ENABLE_WIND #define DEPTH_ONLY #define SHADOW_CASTER // ------------------------------------- // Universal Pipeline keywords // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM #pragma vertex SpeedTree8VertDepth #pragma fragment SpeedTree8FragDepth #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling maxcount:50 #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BILLBOARD #define ENABLE_WIND #define DEPTH_ONLY #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On HLSLPROGRAM #pragma vertex SpeedTree8VertDepthNormal #pragma fragment SpeedTree8FragDepthNormal #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM #pragma shader_feature_local EFFECT_BUMP #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_instancing #pragma multi_compile_vertex LOD_FADE_PERCENTAGE #pragma instancing_options assumeuniformscaling maxcount:50 #define ENABLE_WIND #define EFFECT_BACKSIDE_NORMALS #include "SpeedTree8Input.hlsl" #include "SpeedTree8Passes.hlsl" ENDHLSL } } FallBack "Hidden/Universal Render Pipeline/FallbackError" CustomEditor "SpeedTree8ShaderGUI" }