NewN_UAVPlane/Assets/NatureManufacture Assets/Foliage Shaders/Tree_Bark_Metalic.shader

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