Lux TreeCreatorLeavesRendertex.shader 3.5 KB

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  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. Shader "Hidden/Nature/Lux Tree Creator Leaves Rendertex" {
  3. Properties {
  4. _TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
  5. _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
  6. _HalfOverCutoff ("0.5 / alpha cutoff", Range(0,1)) = 1.0
  7. _TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
  8. _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
  9. _BumpSpecMap ("Normalmap (GA) Spec (R) Shadow Offset (B)", 2D) = "bump" {}
  10. _TranslucencyMap ("Trans (B) Gloss(A)", 2D) = "white" {}
  11. }
  12. SubShader {
  13. Pass {
  14. CGPROGRAM
  15. #pragma vertex vert
  16. #pragma fragment frag
  17. #include "UnityCG.cginc"
  18. #include "UnityBuiltin3xTreeLibrary.cginc"
  19. struct v2f {
  20. float4 pos : SV_POSITION;
  21. float2 uv : TEXCOORD0;
  22. float3 color : TEXCOORD1;
  23. float3 backContrib : TEXCOORD2;
  24. float3 nl : TEXCOORD3;
  25. float3 nh : TEXCOORD4;
  26. half3 ambient : TEXCOORD5;
  27. UNITY_VERTEX_OUTPUT_STEREO
  28. };
  29. CBUFFER_START(UnityTerrainImposter)
  30. float3 _TerrainTreeLightDirections[4];
  31. float4 _TerrainTreeLightColors[4];
  32. CBUFFER_END
  33. v2f vert (appdata_full v) {
  34. v2f o;
  35. UNITY_SETUP_INSTANCE_ID(v);
  36. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  37. ExpandBillboard (UNITY_MATRIX_IT_MV, v.vertex, v.normal, v.tangent);
  38. o.pos = UnityObjectToClipPos(v.vertex);
  39. o.uv = v.texcoord.xy;
  40. float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
  41. for (int j = 0; j < 3; j++)
  42. {
  43. float3 lightDir = _TerrainTreeLightDirections[j];
  44. half nl = dot (v.normal, lightDir);
  45. // view dependent back contribution for translucency
  46. half backContrib = saturate(dot(viewDir, -lightDir));
  47. // normally translucency is more like -nl, but looks better when it's view dependent
  48. backContrib = lerp(saturate(-nl), backContrib, _TranslucencyViewDependency);
  49. o.backContrib[j] = backContrib * 2;
  50. // wrap-around diffuse
  51. nl = max (0, nl * 0.6 + 0.4);
  52. o.nl[j] = nl;
  53. half3 h = normalize (lightDir + viewDir);
  54. float nh = max (0, dot (v.normal, h));
  55. o.nh[j] = nh;
  56. }
  57. o.color = v.color.a;
  58. o.ambient = ShadeSH9(half4 (v.normal, 1));
  59. return o;
  60. }
  61. sampler2D _MainTex;
  62. sampler2D _BumpSpecMap;
  63. sampler2D _TranslucencyMap;
  64. fixed _Cutoff;
  65. half3 CalcTreeLighting(half3 lightColor, fixed3 albedo, half backContrib, half nl, half nh, half specular, half gloss)
  66. {
  67. half3 translucencyColor = backContrib * _TranslucencyColor;
  68. half spec = pow (nh, specular) * gloss;
  69. return (albedo * (translucencyColor + nl) + _SpecColor.rgb * spec) * lightColor;
  70. }
  71. fixed4 frag (v2f i) : SV_Target {
  72. fixed4 col = tex2D (_MainTex, i.uv);
  73. clip (col.a - _Cutoff);
  74. fixed3 albedo = col.rgb;
  75. half specular = tex2D (_BumpSpecMap, i.uv).r * 128.0;
  76. fixed4 trngls = tex2D (_TranslucencyMap, i.uv);
  77. half gloss = trngls.a;
  78. //half3 light = UNITY_LIGHTMODEL_AMBIENT * albedo;
  79. half3 light = i.ambient * albedo * i.color;
  80. half3 backContribs = i.backContrib * trngls.b;
  81. light += CalcTreeLighting(_TerrainTreeLightColors[0].rgb, albedo, backContribs.x, i.nl.x, i.nh.x, specular, gloss);
  82. light += CalcTreeLighting(_TerrainTreeLightColors[1].rgb, albedo, backContribs.y, i.nl.y, i.nh.y, specular, gloss);
  83. light += CalcTreeLighting(_TerrainTreeLightColors[2].rgb, albedo, backContribs.z, i.nl.z, i.nh.z, specular, gloss);
  84. fixed4 c;
  85. c.rgb = light;
  86. c.a = 1;
  87. return c;
  88. }
  89. ENDCG
  90. }
  91. }
  92. FallBack Off
  93. }