initial upload
This commit is contained in:
@@ -0,0 +1,122 @@
|
||||
Shader "Nature/Tree Soft Occlusion Leaves" {
|
||||
Properties {
|
||||
_Color ("Main Color", Color) = (1,1,1,1)
|
||||
_MainTex ("Main Texture", 2D) = "white" { }
|
||||
_Cutoff ("Alpha cutoff", Range(0.25,0.9)) = 0.5
|
||||
_BaseLight ("Base Light", Range(0, 1)) = 0.35
|
||||
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
|
||||
_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
|
||||
|
||||
// These are here only to provide default values
|
||||
[HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
|
||||
[HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
|
||||
[HideInInspector] _SquashAmount ("Squash", Float) = 1
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "AlphaTest"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType" = "TreeTransparentCutout"
|
||||
"DisableBatching"="True"
|
||||
}
|
||||
Cull Off
|
||||
ColorMask RGB
|
||||
|
||||
Pass {
|
||||
Lighting On
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex leaves
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_fog
|
||||
#include "UnityBuiltin2xTreeLibrary.cginc"
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed _Cutoff;
|
||||
|
||||
fixed4 frag(v2f input) : SV_Target
|
||||
{
|
||||
fixed4 c = tex2D( _MainTex, input.uv.xy);
|
||||
c.rgb *= input.color.rgb;
|
||||
|
||||
clip (c.a - _Cutoff);
|
||||
UNITY_APPLY_FOG(input.fogCoord, c);
|
||||
return c;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "ShadowCaster"
|
||||
Tags { "LightMode" = "ShadowCaster" }
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma multi_compile_shadowcaster
|
||||
#include "UnityCG.cginc"
|
||||
#include "TerrainEngine.cginc"
|
||||
|
||||
struct v2f {
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 uv : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
v2f vert( appdata v )
|
||||
{
|
||||
v2f o;
|
||||
TerrainAnimateTree(v.vertex, v.color.w);
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
|
||||
o.uv = v.texcoord;
|
||||
return o;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
fixed _Cutoff;
|
||||
|
||||
float4 frag( v2f i ) : SV_Target
|
||||
{
|
||||
fixed4 texcol = tex2D( _MainTex, i.uv );
|
||||
clip( texcol.a - _Cutoff );
|
||||
SHADOW_CASTER_FRAGMENT(i)
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
|
||||
// This subshader is never actually used, but is only kept so
|
||||
// that the tree mesh still assumes that normals are needed
|
||||
// at build time (due to Lighting On in the pass). The subshader
|
||||
// above does not actually use normals, so they are stripped out.
|
||||
// We want to keep normals for backwards compatibility with Unity 4.2
|
||||
// and earlier.
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "AlphaTest"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType" = "TransparentCutout"
|
||||
}
|
||||
Cull Off
|
||||
ColorMask RGB
|
||||
Pass {
|
||||
Tags { "LightMode" = "Vertex" }
|
||||
AlphaTest GEqual [_Cutoff]
|
||||
Lighting On
|
||||
Material {
|
||||
Diffuse [_Color]
|
||||
Ambient [_Color]
|
||||
}
|
||||
SetTexture [_MainTex] { combine primary * texture DOUBLE, texture }
|
||||
}
|
||||
}
|
||||
|
||||
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Leaves Rendertex"
|
||||
Fallback Off
|
||||
}
|
||||
Reference in New Issue
Block a user