ClientServer/Client/Assets/GPUInstancer/Shaders/Nature/SoftOcclusion/TreeSoftOcclusionBark_GPUI.shader
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2025-09-06 17:17:39 +04:00

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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
}
}
}