96 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			96 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic"
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| {
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| 	Properties
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| 	{
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| 		_Color("Color", Color) = (1,1,1,0)
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| 		_MainTex("MainTex", 2D) = "white" {}
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| 		[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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| 		_BumpScale("BumpScale", Range( 0 , 5)) = 1
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| 		[NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
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| 		_MetallicPower("Metallic Power", Range( 0 , 2)) = 0
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| 		_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
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| 		_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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| 		_DetailMask("DetailMask", 2D) = "black" {}
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| 		_DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
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| 		[Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
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| 		[NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
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| 		_DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
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| 		[NoScaleOffset]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {}
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| 		_InitialBend("Wind Initial Bend", Float) = 1
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| 		_Stiffness("Wind Stiffness", Float) = 1
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| 		_Drag("Wind Drag", Float) = 1
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| 		[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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| 		[HideInInspector] _texcoord3( "", 2D ) = "white" {}
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| 		[HideInInspector] _texcoord( "", 2D ) = "white" {}
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| 		[HideInInspector] __dirty( "", Int ) = 1
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| 	}
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| 
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| 	SubShader
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| 	{
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| 		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" }
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| 		Cull Back
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| 		CGPROGRAM
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| 		#include "UnityStandardUtils.cginc"
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| 		#pragma target 3.0
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| 		#pragma multi_compile_instancing
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| 		#pragma shader_feature _TOUCHREACTACTIVE_ON
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| 		#pragma shader_feature _DETALUSEUV3_ON
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| 		#include "NMWindNoShiver.cginc"
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| 		#include "NM_indirect.cginc"
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| 		#pragma vertex vert
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| 		#pragma instancing_options procedural:setup
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| 		#pragma multi_compile GPU_FRUSTUM_ON __
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| 		#pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade 
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| 		struct Input
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| 		{
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| 			float2 uv_texcoord;
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| 			float2 uv3_texcoord3;
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| 		};
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| 
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| 		uniform float _BumpScale;
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| 		uniform sampler2D _BumpMap;
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| 		uniform sampler2D _MainTex;
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| 		uniform float4 _MainTex_ST;
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| 		uniform float _DetailNormalMapScale;
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| 		uniform sampler2D _DetailNormalMap;
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| 		uniform sampler2D _DetailAlbedoMap;
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| 		uniform float4 _DetailAlbedoMap_ST;
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| 		uniform float4 _DetailNormalMap_ST;
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| 		uniform sampler2D _DetailMask;
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| 		uniform float4 _DetailMask_ST;
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| 		uniform float4 _Color;
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| 		uniform sampler2D _MetalicRAOGSmothnessA;
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| 		uniform sampler2D _DetailMetalicRAOGSmothnessA;
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| 		uniform float _MetallicPower;
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| 		uniform float _SmoothnessPower;
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| 		uniform float _AmbientOcclusionPower;
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| 
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| 		void surf( Input i , inout SurfaceOutputStandard o )
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| 		{
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| 			float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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| 			float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
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| 			float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailNormalMap_ST.xy + _DetailNormalMap_ST.zw;
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| 			#ifdef _DETALUSEUV3_ON
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| 				float2 staticSwitch280 = uv2_DetailNormalMap;
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| 			#else
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| 				float2 staticSwitch280 = uv0_DetailAlbedoMap;
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| 			#endif
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| 			float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
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| 			float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
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| 			float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch280 ), _DetailNormalMapScale ) , tex2DNode25.a);
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| 			o.Normal = lerpResult19;
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| 			float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch280 ) , tex2DNode25.a);
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| 			o.Albedo = ( lerpResult16 * _Color ).rgb;
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| 			float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch280 ) , tex2DNode25.a);
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| 			float4 break22 = lerpResult18;
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| 			o.Metallic = ( break22.r * _MetallicPower );
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| 			o.Smoothness = ( break22.a * _SmoothnessPower );
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| 			float clampResult31 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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| 			o.Occlusion = clampResult31;
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| 			o.Alpha = 1;
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| 		}
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| 
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| 		ENDCG
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| 	}
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| 	Fallback "Diffuse"
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| } |