Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/Nature/SpeedTree7.shader
2024-05-06 11:45:45 -07:00

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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"
}