136 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
Shader "NatureManufacture Shaders/Grass/Advanced Grass Specular"
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{
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	Properties
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	{
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		_Cutoff( "Mask Clip Value", Float ) = 0.5
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		_HealthyColor("Healthy Color", Color) = (1,1,1,1)
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		_DryColor("Dry Color", Color) = (0.875,0.8280551,0.7270221,1)
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		_ColorNoiseSpread("Color Noise Spread", Float) = 15
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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 , 2)) = 1
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		[NoScaleOffset]_AmbientOcclusionG("AO (G) Sm (A)", 2D) = "white" {}
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		_AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0
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		_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
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		_Specular("Specular", Range( 0 , 1)) = 0
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		_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
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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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		_ShiverDrag("Wind Shiver Drag", Float) = 0.05
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		_ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
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		_WindColorInfluence("Wind Color Influence", Vector) = (0,0,0,0)
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		_WindColorThreshold("Wind Color Threshold", Float) = 1
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		_WindNormalInfluence("Wind Normal Influence", Float) = 0
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		_CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5
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		_CullFarStart("CullFarStart", Range( 0 , 10000)) = 40
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		[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 0
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		[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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		[HideInInspector] _texcoord( "", 2D ) = "white" {}
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		[HideInInspector] __dirty( "", Int ) = 1
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	}
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	SubShader
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	{
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		Tags{ "RenderType" = "Transparent"  "Queue" = "Geometry+0" }
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		Cull Off
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		CGPROGRAM
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		#include "UnityStandardUtils.cginc"
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		#include "UnityShaderVariables.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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		#include "NM_indirect.cginc"
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		#include "NMWind.cginc"
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		#pragma instancing_options procedural:setup
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		#pragma multi_compile GPU_FRUSTUM_ON __
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		#pragma vertex vert
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		#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows 
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		struct Input
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		{
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			half2 uv_texcoord;
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			half ASEVFace : VFACE;
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			float3 worldPos;
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			float4 vertexColor : COLOR;
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		};
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		uniform half _BackFaceMirrorNormal;
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		uniform half _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 half4 _HealthyColor;
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		uniform half4 _DryColor;
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		uniform half _ColorNoiseSpread;
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		uniform half3 _WindColorInfluence;
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		uniform half _WindColorThreshold;
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		uniform half _Specular;
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		uniform sampler2D _AmbientOcclusionG;
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		uniform half _SmoothnessPower;
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		uniform half _AmbientOcclusionPower;
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		uniform half _CullFarStart;
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		uniform half _CullFarDistance;
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		uniform float _Cutoff = 0.5;
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		float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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		float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
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		float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
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		float snoise( float2 v )
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		{
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			const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
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			float2 i = floor( v + dot( v, C.yy ) );
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			float2 x0 = v - i + dot( i, C.xx );
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			float2 i1;
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			i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
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			float4 x12 = x0.xyxy + C.xxzz;
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			x12.xy -= i1;
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			i = mod2D289( i );
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			float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
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			float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
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			m = m * m;
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			m = m * m;
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			float3 x = 2.0 * frac( p * C.www ) - 1.0;
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			float3 h = abs( x ) - 0.5;
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			float3 ox = floor( x + 0.5 );
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			float3 a0 = x - ox;
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			m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
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			float3 g;
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			g.x = a0.x * x0.x + h.x * x0.y;
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			g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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			return 130.0 * dot( m, g );
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		}
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		void surf( Input i , inout SurfaceOutputStandardSpecular 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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			half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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			float3 switchResult439 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
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			o.Normal = lerp(tex2DNode4,switchResult439,_BackFaceMirrorNormal);
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			float3 ase_worldPos = i.worldPos;
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			float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z));
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			float simplePerlin2D432 = snoise( ( appendResult427 / _ColorNoiseSpread ) );
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			float4 lerpResult433 = lerp( _HealthyColor , _DryColor , simplePerlin2D432);
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			half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
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			float clampResult437 = clamp( i.vertexColor.r , 0.0 , 1.0 );
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			float3 lerpResult465 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult437 , _WindColorThreshold ));
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			float4 temp_output_355_0 = ( ( lerpResult433 * tex2DNode3 ) * half4( lerpResult465 , 0.0 ) );
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			o.Albedo = temp_output_355_0.rgb;
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			float4 clampResult420 = clamp( ( _Specular * ( temp_output_355_0 * float4( 0.3,0.3019608,0.3019608,0.3019608 ) ) ) , float4( 0,0,0,0 ) , float4( 0.5019608,0.5019608,0.5019608,0 ) );
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			o.Specular = clampResult420.rgb;
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			half4 tex2DNode98 = tex2D( _AmbientOcclusionG, uv0_MainTex );
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			o.Smoothness = ( tex2DNode98.a * _SmoothnessPower );
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			float clampResult150 = clamp( tex2DNode98.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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			o.Occlusion = clampResult150;
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			o.Alpha = 1;
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			clip( ( ( 1.0 - saturate( ( ( distance( ase_worldPos , _WorldSpaceCameraPos ) - _CullFarStart ) / _CullFarDistance ) ) ) * tex2DNode3.a ) - _Cutoff );
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		}
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		ENDCG
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	}
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	Fallback "Diffuse"
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} |