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ZHGD_Web/Assets/Art/Art Plugins/GPUInstancer/Shaders/Billboard/Billboard2DRendererSoftOcclusion_GPUI.shader

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2025-07-13 23:16:20 +08:00
Shader "GPUInstancer/Billboard/2DRendererSoftOcclusion" {
Properties {
_AlbedoAtlas ("Albedo Atlas", 2D) = "white" {}
_NormalAtlas("Normal Atlas", 2D) = "white" {}
_Cutoff ("Cutoff", Range(0,1)) = 0.3
_FrameCount("_FrameCount", Float) = 8
_Color ("Main Color", Color) = (1,1,1,1)
//_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
_Occlusion ("Dir Occlusion", Range(0, 20)) = 7.5
[Toggle(_BILLBOARDFACECAMPOS_ON)] _BillboardFaceCamPos("BillboardFaceCamPos", Float) = 0
}
SubShader {
Tags {
"Queue" = "AlphaTest"
"IgnoreProjector"="True"
"RenderType" = "TransparentCutout"
"DisableBatching"="True"
}
Cull Off
ColorMask RGB
Pass {
Lighting On
CGPROGRAM
#include "UnityCG.cginc"
#include "../Include/GPUInstancerInclude.cginc"
#include "../Include/GPUIBillboardInclude.cginc"
#pragma vertex leaves_gpui
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile __ _BILLBOARDFACECAMPOS_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
#pragma instancing_options procedural:setupGPUI
#include "UnityBuiltin2xTreeLibrary.cginc"
#pragma target 3.5
sampler2D _AlbedoAtlas;
sampler2D _NormalAtlas;
float _Cutoff;
float _FrameCount;
struct appdata_tree_gpui {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f_gpui {
float4 pos : SV_POSITION;
float2 atlasUV : TEXCOORD0;
half4 color : TEXCOORD1;
float3 tangentWorld : TEXCOORD2;
float3 bitangentWorld : TEXCOORD3;
float3 normalWorld : TEXCOORD4;
uint gpuiInstanceID : SV_InstanceID;
UNITY_FOG_COORDS(5)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_gpui leaves_gpui(appdata_tree_gpui v)
{
v2f_gpui o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
o.gpuiInstanceID = gpui_InstanceID;
#else
o.gpuiInstanceID = 0;
#endif
//TerrainAnimateTree(v.vertex, v.color.w);
float3 viewpos = UnityObjectToViewPos(v.vertex);
GPUIBillboardVertex(v.vertex, v.normal, v.tangent, o.tangentWorld, o.bitangentWorld, o.normalWorld, v.texcoord, o.atlasUV, _FrameCount);
o.pos = UnityObjectToClipPos(v.vertex);
float4 lightDir = 0;
float4 lightColor = 0;
lightDir.w = _AO;
float4 light = UNITY_LIGHTMODEL_AMBIENT;
for (int i = 0; i < 4; i++) {
lightColor.rgb = unity_LightColor[i].rgb * (1 - unity_LightPosition[i].w);
light += lightColor;
}
float4 col = frac((unity_ObjectToWorld._m03_m13_m23.x + unity_ObjectToWorld._m03_m13_m23.z)) * 0.4 + 0.6;
col.a = 1;
o.color = light * col;
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag(v2f_gpui input) : SV_Target
{
#ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
gpui_InstanceID = input.gpuiInstanceID;
#endif
UNITY_APPLY_DITHER_CROSSFADE(input.pos.xy);
half4 c = tex2D (_AlbedoAtlas, input.atlasUV);
c.rgb *= input.color.rgb;
clip(c.a - _Cutoff);
c.a = 1;
UNITY_APPLY_FOG(input.fogCoord, c);
return c;
/*
half4 normalDepth = GPUIBillboardNormals(_NormalAtlas, input.atlasUV, _FrameCount, input.tangentWorld, input.bitangentWorld, input.normalWorld);
fixed diff = min (1, dot (-normalDepth.xyz, _WorldSpaceLightPos0.xyz));
return half4(c.rgb * (1 - diff), c.a);
*/
}
ENDCG
}
}
}