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 } } } }