NewN_UAVPlane/Assets/NatureManufacture Assets/Foliage Shaders/Advanced Grass Light.shader

121 lines
4.6 KiB
GLSL

Shader "NatureManufacture Shaders/Grass/Advanced Grass Light"
{
Properties
{
_Cutoff( "Mask Clip Value", Float ) = 0.051
_HealthyColor("Healthy Color", Color) = (1,1,1,1)
_DryColor("Dry Color", Color) = (0.875,0.8280551,0.7270221,1)
_ColorNoiseSpread("Color Noise Spread", Float) = 15
_MainTex("MainTex", 2D) = "white" {}
_MetallicPower("Metallic Power", Range( 0 , 1)) = 0
_SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
_NewNormal("Vertex Normal Multiply", Vector) = (0,0,0,0)
_InitialBend("Wind Initial Bend", Float) = 1
_Stiffness("Wind Stiffness", Float) = 1
_Drag("Wind Drag", Float) = 1
_ShiverDrag("Wind Shiver Drag", Float) = 0.05
_ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
_WindColorInfluence("Wind Color Influence", Vector) = (0,0,0,0)
_WindColorThreshold("Wind Color Threshold", Range( 0 , 10)) = 1
_WindNormalInfluence("Wind Normal Influence", Float) = 0
_CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5
_CullFarStart("CullFarStart", Range( 0 , 10000)) = 40
[Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 1
[Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Geometry+0" }
Cull Off
CGPROGRAM
#include "UnityShaderVariables.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _TOUCHREACTACTIVE_ON
#include "NMWind.cginc"
#include "NM_indirect.cginc"
#pragma vertex vert
#pragma multi_compile GPU_FRUSTUM_ON __
#pragma instancing_options procedural:setup
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
half ASEVFace : VFACE;
float3 worldPos;
half2 uv_texcoord;
float4 vertexColor : COLOR;
};
uniform half _BackFaceMirrorNormal;
uniform half4 _HealthyColor;
uniform half4 _DryColor;
uniform half _ColorNoiseSpread;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform half3 _WindColorInfluence;
uniform half _WindColorThreshold;
uniform half _MetallicPower;
uniform half _SmoothnessPower;
uniform half _CullFarStart;
uniform half _CullFarDistance;
uniform float _Cutoff = 0.051;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 switchResult433 = (((i.ASEVFace>0)?(half3(0,0,1)):(half3(0,0,-1))));
o.Normal = lerp(float3( 0,0,1 ),switchResult433,_BackFaceMirrorNormal);
float3 ase_worldPos = i.worldPos;
float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z));
float simplePerlin2D430 = snoise( ( appendResult427 / _ColorNoiseSpread ) );
float4 lerpResult432 = lerp( _HealthyColor , _DryColor , simplePerlin2D430);
float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
float clampResult424 = clamp( i.vertexColor.r , 0.0 , 1.0 );
float3 lerpResult443 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult424 , _WindColorThreshold ));
o.Albedo = ( ( lerpResult432 * tex2DNode3 ) * half4( lerpResult443 , 0.0 ) ).rgb;
o.Metallic = _MetallicPower;
o.Smoothness = _SmoothnessPower;
o.Alpha = 1;
clip( ( ( 1.0 - saturate( ( ( distance( ase_worldPos , _WorldSpaceCameraPos ) - _CullFarStart ) / _CullFarDistance ) ) ) * tex2DNode3.a ) - _Cutoff );
}
ENDCG
}
Fallback "Diffuse"
}