ClientServer/Client/Assets/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionLeaves_GPUI.shader

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2025-09-06 17:17:39 +04:00
Shader "GPUInstancer/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
}
SubShader {
Tags {
"Queue" = "AlphaTest"
"IgnoreProjector"="True"
"RenderType" = "TreeTransparentCutout"
"DisableBatching"="True"
}
Cull Off
ColorMask RGB
Pass {
Lighting On
CGPROGRAM
#include "UnityCG.cginc"
#include "../../Include/GPUInstancerInclude.cginc"
#pragma vertex leaves_gpui
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
#pragma instancing_options procedural:setupGPUI
#include "UnityBuiltin2xTreeLibrary.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct v2f_gpui {
float4 pos : SV_POSITION;
float4 uv : TEXCOORD0;
half4 color : TEXCOORD1;
uint gpuiInstanceID : SV_InstanceID;
UNITY_FOG_COORDS(2)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_gpui leaves_gpui(appdata_tree v)
{
v2f_gpui o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
o.gpuiInstanceID = gpui_InstanceID;
#else
o.gpuiInstanceID = 0;
#endif
//TerrainAnimateTree(v.vertex, v.color.w);
float3 viewpos = UnityObjectToViewPos(v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
float4 lightDir = 0;
float4 lightColor = 0;
lightDir.w = _AO;
float4 light = UNITY_LIGHTMODEL_AMBIENT;
for (int i = 0; i < 4; i++) {
float atten = 1.0;
float3 toLight = unity_LightPosition[i].xyz - viewpos.xyz * unity_LightPosition[i].w;
toLight.z *= -1.0;
lightDir.xyz = mul( (float3x3)unity_CameraToWorld, normalize(toLight) );
float lengthSq = dot(toLight, toLight);
atten = 1.0 / (1.0 + lengthSq * unity_LightAtten[i].z);
lightColor.rgb = unity_LightColor[i].rgb;
lightDir.xyz *= _Occlusion;
float occ = dot (v.tangent, lightDir);
occ = max(0, occ);
occ += _BaseLight;
light += lightColor * (occ * atten);
}
float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6;
col.a = 1;
o.color = light * _Color * col;
o.color.a = 0.5 * _HalfOverCutoff;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag(v2f_gpui input) : SV_Target
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
gpui_InstanceID = input.gpuiInstanceID;
#endif
UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy);
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
#include "UnityCG.cginc"
#include "../../Include/GPUInstancerInclude.cginc"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma multi_compile_instancing
#pragma instancing_options procedural:setupGPUI
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
V2F_SHADOW_CASTER;
float2 uv : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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 }
}
}
}