120 lines
4.5 KiB
GLSL
120 lines
4.5 KiB
GLSL
Shader "NatureManufacture Shaders/Trees/Tree Leaves Metalic"
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{
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Properties
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{
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_Cutoff( "Mask Clip Value", Float ) = 0.4
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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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_DryColor("Dry Color", Color) = (0.8676471,0.818369,0.6124567,1)
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_ColorNoiseSpread("Color Noise Spread", Float) = 50
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[NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
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_BumpScale("BumpScale", Range( 0 , 3)) = 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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_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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[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
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[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", 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 Off
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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 "NMWind.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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half ASEVFace : VFACE;
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float3 worldPos;
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};
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uniform float _BackFaceMirrorNormal;
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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 _DryColor;
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uniform float4 _HealthyColor;
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uniform float _ColorNoiseSpread;
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uniform sampler2D _MetalicRAOGSmothnessA;
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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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uniform float _Cutoff = 0.4;
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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 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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float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
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float3 switchResult233 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
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o.Normal = lerp(tex2DNode4,switchResult233,_BackFaceMirrorNormal);
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float4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
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float3 ase_worldPos = i.worldPos;
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float2 appendResult226 = (float2(ase_worldPos.x , ase_worldPos.z));
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float simplePerlin2D228 = snoise( ( appendResult226 / _ColorNoiseSpread ) );
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float4 lerpResult231 = lerp( _DryColor , _HealthyColor , simplePerlin2D228);
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o.Albedo = ( tex2DNode3 * lerpResult231 ).rgb;
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float4 tex2DNode28 = tex2D( _MetalicRAOGSmothnessA, uv0_MainTex );
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o.Metallic = ( tex2DNode28.r * _MetallicPower );
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o.Smoothness = ( tex2DNode28.a * _SmoothnessPower );
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float clampResult39 = clamp( tex2DNode28.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
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o.Occlusion = clampResult39;
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o.Alpha = 1;
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clip( 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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} |