227 lines
7.5 KiB
Plaintext
227 lines
7.5 KiB
Plaintext
Shader "Universal Render Pipeline/Nature/SpeedTree7"
|
|
{
|
|
Properties
|
|
{
|
|
_Color("Main Color", Color) = (1,1,1,1)
|
|
_HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
|
|
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
|
|
_DetailTex("Detail", 2D) = "black" {}
|
|
_BumpMap("Normal Map", 2D) = "bump" {}
|
|
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
|
|
[MaterialEnum(Off,0,Front,1,Back,2)] _Cull("Cull", Int) = 2
|
|
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality("Wind Quality", Range(0,5)) = 0
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags
|
|
{
|
|
"Queue" = "Geometry"
|
|
"IgnoreProjector" = "True"
|
|
"RenderType" = "Opaque"
|
|
"DisableBatching" = "LODFading"
|
|
"RenderPipeline" = "UniversalPipeline"
|
|
"UniversalMaterialType" = "SimpleLit"
|
|
}
|
|
LOD 400
|
|
Cull [_Cull]
|
|
|
|
Pass
|
|
{
|
|
Name "ForwardLit"
|
|
Tags { "LightMode" = "UniversalForward" }
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree7Vert
|
|
#pragma fragment SpeedTree7Frag
|
|
|
|
#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 _ _SHADOWS_SOFT
|
|
#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 _ DEBUG_DISPLAY
|
|
#pragma multi_compile_fragment _ _LIGHT_COOKIES
|
|
#pragma multi_compile _ _CLUSTERED_RENDERING
|
|
|
|
#pragma multi_compile_fog
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options renderinglayer assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
#pragma shader_feature_local EFFECT_BUMP
|
|
#pragma shader_feature_local EFFECT_HUE_VARIATION
|
|
|
|
#define ENABLE_WIND
|
|
#define VERTEX_COLOR
|
|
|
|
#include "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "SceneSelectionPass"
|
|
Tags{"LightMode" = "SceneSelectionPass"}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree7VertDepth
|
|
#pragma fragment SpeedTree7FragDepth
|
|
|
|
#pragma multi_compile_instancing
|
|
#pragma instancing_options assumeuniformscaling maxcount:50
|
|
|
|
#pragma shader_feature_local GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
|
|
#define ENABLE_WIND
|
|
#define DEPTH_ONLY
|
|
#define SCENESELECTIONPASS
|
|
|
|
#include "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{"LightMode" = "ShadowCaster"}
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree7VertDepth
|
|
#pragma fragment SpeedTree7FragDepth
|
|
|
|
#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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
|
|
#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 "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "GBuffer"
|
|
Tags{"LightMode" = "UniversalGBuffer"}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma exclude_renderers gles
|
|
#pragma vertex SpeedTree7Vert
|
|
#pragma fragment SpeedTree7Frag
|
|
|
|
#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 _ _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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
#pragma shader_feature_local EFFECT_BUMP
|
|
#pragma shader_feature_local EFFECT_HUE_VARIATION
|
|
|
|
#define ENABLE_WIND
|
|
#define VERTEX_COLOR
|
|
#define GBUFFER
|
|
|
|
#include "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "DepthOnly"
|
|
Tags{"LightMode" = "DepthOnly"}
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma vertex SpeedTree7VertDepth
|
|
#pragma fragment SpeedTree7FragDepth
|
|
|
|
#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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
|
|
#define ENABLE_WIND
|
|
#define DEPTH_ONLY
|
|
|
|
#include "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// This pass is used when drawing to a _CameraNormalsTexture texture
|
|
Pass
|
|
{
|
|
Name "DepthNormals"
|
|
Tags{"LightMode" = "DepthNormals"}
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex SpeedTree7VertDepthNormal
|
|
#pragma fragment SpeedTree7FragDepthNormal
|
|
|
|
#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 GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
|
|
#pragma shader_feature_local EFFECT_BUMP
|
|
|
|
#define ENABLE_WIND
|
|
|
|
#include "SpeedTree7Input.hlsl"
|
|
#include "SpeedTree7Passes.hlsl"
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Dependency "BillboardShader" = "Universal Render Pipeline/Nature/SpeedTree7 Billboard"
|
|
FallBack "Hidden/Universal Render Pipeline/FallbackError"
|
|
CustomEditor "SpeedTreeMaterialInspector"
|
|
}
|