Shader "GPUInstancer/Nature/Tree Soft Occlusion Bark" { Properties{ _Color("Main Color", Color) = (1,1,1,0) _MainTex("Main Texture", 2D) = "white" {} _BaseLight("Base Light", Range(0, 1)) = 0.35 _AO("Amb. Occlusion", Range(0, 10)) = 2.4 } SubShader{ Tags { "IgnoreProjector" = "True" "RenderType" = "TreeOpaque" "DisableBatching" = "True" } Pass { Lighting On CGPROGRAM #include "UnityCG.cginc" #include "../../Include/GPUInstancerInclude.cginc" #pragma vertex bark_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; 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 bark_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; float diffuse = dot(v.normal, lightDir.xyz); diffuse = max(0, diffuse); diffuse *= _AO * v.tangent.w + _BaseLight; light += lightColor * (diffuse * atten); } light.a = 1; 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; 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 col = input.color; col.rgb *= tex2D(_MainTex, input.uv.xy).rgb; UNITY_APPLY_FOG(input.fogCoord, col); UNITY_OPAQUE_ALPHA(col.a); return col; } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #pragma multi_compile_instancing #pragma instancing_options procedural:setupGPUI #include "UnityCG.cginc" #include "../../Include/GPUInstancerInclude.cginc" #include "TerrainEngine.cginc" struct v2f { V2F_SHADOW_CASTER; UNITY_VERTEX_OUTPUT_STEREO }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; 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) return o; } float4 frag(v2f i) : SV_Target { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }