132 lines
3.7 KiB
Plaintext
132 lines
3.7 KiB
Plaintext
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Shader "GPUInstancer/Billboard/2DRendererSoftOcclusion" {
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Properties {
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_AlbedoAtlas ("Albedo Atlas", 2D) = "white" {}
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_NormalAtlas("Normal Atlas", 2D) = "white" {}
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_Cutoff ("Cutoff", Range(0,1)) = 0.3
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_FrameCount("_FrameCount", Float) = 8
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_Color ("Main Color", Color) = (1,1,1,1)
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//_BaseLight ("Base Light", Range(0, 1)) = 0.35
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_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
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_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
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[Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector"="True"
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"RenderType" = "TransparentCutout"
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"DisableBatching"="True"
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}
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Cull Off
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ColorMask RGB
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Pass {
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Lighting On
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "../Include/GPUInstancerInclude.cginc"
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#include "../Include/GPUIBillboardInclude.cginc"
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#pragma vertex leaves_gpui
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#pragma fragment frag
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#pragma multi_compile_fog
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#pragma multi_compile __ _BILLBOARDFACECAMPOS_ON
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_instancing
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#pragma instancing_options procedural:setupGPUI
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#include "UnityBuiltin2xTreeLibrary.cginc"
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#pragma target 3.5
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sampler2D _AlbedoAtlas;
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sampler2D _NormalAtlas;
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float _Cutoff;
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float _FrameCount;
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struct appdata_tree_gpui {
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f_gpui {
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float4 pos : SV_POSITION;
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float2 atlasUV : TEXCOORD0;
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half4 color : TEXCOORD1;
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float3 tangentWorld : TEXCOORD2;
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float3 bitangentWorld : TEXCOORD3;
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float3 normalWorld : TEXCOORD4;
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uint gpuiInstanceID : SV_InstanceID;
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UNITY_FOG_COORDS(5)
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f_gpui leaves_gpui(appdata_tree_gpui v)
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{
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v2f_gpui o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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o.gpuiInstanceID = gpui_InstanceID;
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#else
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o.gpuiInstanceID = 0;
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#endif
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//TerrainAnimateTree(v.vertex, v.color.w);
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float3 viewpos = UnityObjectToViewPos(v.vertex);
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GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount);
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o.pos = UnityObjectToClipPos(v.vertex);
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float4 lightDir = 0;
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float4 lightColor = 0;
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lightDir.w = _AO;
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float4 light = UNITY_LIGHTMODEL_AMBIENT;
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for (int i = 0; i < 4; i++) {
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lightColor.rgb = unity_LightColor[i].rgb * (1 - unity_LightPosition[i].w);
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light += lightColor;
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}
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float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6;
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col.a = 1;
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o.color = light * col;
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UNITY_TRANSFER_FOG(o,o.pos);
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return o;
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}
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fixed4 frag(v2f_gpui input) : SV_Target
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{
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#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
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gpui_InstanceID = input.gpuiInstanceID;
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#endif
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UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy);
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half4 c = tex2D (_AlbedoAtlas, input.atlasUV);
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c.rgb *= input.color.rgb;
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clip(c.a - _Cutoff);
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c.a = 1;
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UNITY_APPLY_FOG(input.fogCoord, c);
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return c;
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/*
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half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, input.atlasUV, _FrameCount, input.tangentWorld, input.bitangentWorld, input.normalWorld);
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fixed diff = min (1, dot (-normalDepth.xyz, _WorldSpaceLightPos0.xyz));
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return half4(c.rgb * (1 - diff), c.a);
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*/
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}
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ENDCG
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}
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}
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}
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