69 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
Shader "NatureManufacture Shaders/Trees/Cross Model Shader"
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{
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	Properties
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	{
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		_Cutoff( "Mask Clip Value", Float ) = 0.65
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		_ColorAdjustment("Color Adjustment", Vector) = (1,1,1,0)
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		_MainTex("MainTex", 2D) = "white" {}
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		_HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
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		_Smooothness("Smooothness", Float) = 0.3
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		_AO("AO", Float) = 1
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		[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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		_BumpScale("BumpScale", Range( 0 , 3)) = 1
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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) = 0.2
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		_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
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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" = "TransparentCutout"  "Queue" = "AlphaTest+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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		#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 StandardSpecular 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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		};
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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 float4 _HealthyColor;
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		uniform float3 _ColorAdjustment;
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		uniform float _Smooothness;
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		uniform float _AO;
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		uniform float _Cutoff = 0.65;
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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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			o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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			float4 tex2DNode2 = tex2D( _MainTex, uv0_MainTex );
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			o.Albedo = ( ( tex2DNode2 * _HealthyColor ) * float4( _ColorAdjustment , 0.0 ) ).rgb;
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			float3 temp_cast_2 = (0.0).xxx;
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			o.Specular = temp_cast_2;
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			o.Smoothness = _Smooothness;
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			o.Occlusion = _AO;
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			o.Alpha = 1;
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			clip( tex2DNode2.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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} |