4
1

assets removed

This commit is contained in:
fingal 2021-05-28 23:30:26 +02:00
parent fb219706df
commit 8350e908d0
777 changed files with 0 additions and 630786 deletions
Terrain/Assets
ADG_Textures
Conifers [BOTD]
Conifers [BOTD] Documentation.pdfConifers [BOTD] Documentation.pdf.metaConifers [BOTD] URP Readme.txtConifers [BOTD] URP Readme.txt.metaConifers [BOTD] URP.unitypackage.metaGetting started.txtGetting started.txt.metaRender Pipeline Support.meta
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### Getting Started
In order to use the trees along with URP you have to install the "Conifers [BOTD] URP.unitypackage".
This will add URP compatible (URP 7.3.1. / 7.5.1) CTI shaders (at root level), tweaked materials and billboards and new prefabs for URP.
You do not need the folder "Built-in RP" but have to keep the "Shared Sources" of course.

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### Getting Started
In order to get the best visual results please make sure that your project is set to use the linear color space in:
Edit → Project Settings → Player.
## Unity 2018.2 and above
Unity 2018.2 changed the way crossfading is handled by shaders. If you haven't downloaded the 2018.2 package but an older one you have to import the tweaked leaf shader first. Do so by importing the included 2018.2_CTI_LODLeaves_Shader_301.package.
This will overwrite the old 5.6.3 leaf shader and replace it with a version compatible with Unity >= 2018.2.
If you can't find the package mentioned above, you should have a version already updated to work with 2018.2 and above.
## Deferred Rendering
In case your camera uses deferred rendering you have to assign the CTI deferred lighting shaders in:
Edit → Project Settings → Graphics:
Under the Built-in shader settings change Deferred to custom, then assign the CTI_Internal-DeferredShading shader.
Also change Deferred Reflections to Custom and assign the CTI_Internal-DeferredReflections shader.
Otherwise the trees will look pretty colorful...
## Vegetation Studio Pro
As the (customized) included CTI shaders identify as “xyz 301” Vegetation Studio Pro will not recognize them as CTI shaders.
Fix this by importing the VSPro_CTIShaderController.package.

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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "Hidden/CTI_Camera-DepthNormalTexture_301" {
//Shader "Hidden/Internal-DepthNormalsTexture" { // this would be the new name (unity 5.5.) but it does not get overwritten automatically
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Culling", Float) = 0
}
SubShader {
Tags { "RenderType" = "CTI-Billboard" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#define DEPTH_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "../Shaders/Includes/CTI_BillboardVertex_301.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_bb v) {
v2f o;
AFSBillboardVert(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="CTI-TreeLeafLOD"}
Pass {
Cull Off
//[_Culling]
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile __ _EMISSION
#pragma multi_compile _NORMALMAP
#pragma multi_compile_instancing
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade
//#endif
#define USE_VFACE
#define LEAFTUMBLING
#define DEPTH_NORMAL
#define IS_LODTREE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "../Shaders/Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_ctitree v) {
v2f o;
UNITY_SETUP_INSTANCE_ID (v);
CTI_TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="CTI-TreeBarkLOD" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile_instancing
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade
//#endif
#define DEPTH_NORMAL
#define IS_BARK
#define IS_LODTREE
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "../Shaders/Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_ctitree v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID (v);
CTI_TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="CTI-TreeLeaf" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile __ _DETAIL_MULX2
#pragma multi_compile __ _NORMALMAP
#define LEAFTUMBLING
#define DEPTH_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
//#include "UnityBuiltin3xTreeLibrary.cginc"
#include "../Shaders/Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_ctitree v) {
v2f o;
CTI_TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="CTI-TreeBark" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile __ _DETAIL_MULX2
#define DEPTH_NORMAL
#include "UnityCG.cginc"
#include "Lighting.cginc"
//#include "UnityBuiltin3xTreeLibrary.cginc"
#include "../Shaders/Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_ctitree v ) {
v2f o;
CTI_TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
// ////////////////////////////////
// ORIGINAL UNITY SHADERS
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
};
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_full v ) {
v2f o;
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_full v ) {
v2f o;
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_tree_billboard v) {
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_full v) {
v2f o;
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_full v) {
v2f o;
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}

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Shader "Hidden/CTI/Internal-DeferredReflections" {
Properties {
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
// Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
Pass {
ZWrite Off
ZTest LEqual
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityPBSLighting.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
{
return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
}
half4 frag (unity_v2f_deferred i) : SV_Target
{
// Stripped from UnityDeferredCalculateLightParams, refactor into function ?
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth (depth);
float4 viewPos = float4(i.ray * depth,1);
float3 worldPos = mul (unity_CameraToWorld, viewPos).xyz;
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
// Check for translucent material
half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
// Rewrite specColor if needed
half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
half oneMinusRoughness = gbuffer1.a;
half3 worldNormal = gbuffer2.rgb * 2 - 1;
worldNormal = normalize(worldNormal);
float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
half occlusion = gbuffer0.a;
half3 worldNormalRefl = reflect(eyeVec, worldNormal);
float blendDistance = unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
#if UNITY_SPECCUBE_BOX_PROJECTION
// For box projection, use expanded bounds as they are rendered; otherwise
// box projection artifacts when outside of the box.
float4 boxMin = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
float4 boxMax = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
half3 worldNormal0 = BoxProjectedCubemapDirection (worldNormalRefl, worldPos, unity_SpecCube0_ProbePosition, boxMin, boxMax);
#else
half3 worldNormal0 = worldNormalRefl;
#endif
Unity_GlossyEnvironmentData g;
g.roughness = 1 - oneMinusRoughness;
g.reflUVW = worldNormal0;
half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g);
UnityLight light;
light.color = 0;
light.dir = 0;
light.ndotl = 0;
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = env0 * occlusion;
half3 rgb = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, oneMinusRoughness, worldNormal, -eyeVec, light, ind).rgb;
// Calculate falloff value, so reflections on the edges of the probe would gradually blend to previous reflection.
// Also this ensures that pixels not located in the reflection probe AABB won't
// accidentally pick up reflections from this probe.
half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
half falloff = saturate(1.0 - length(distance)/blendDistance);
return half4(rgb, falloff);
}
ENDCG
}
// Adds reflection buffer to the lighting buffer
Pass
{
ZWrite Off
ZTest Always
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile ___ UNITY_HDR_ON
#include "UnityCG.cginc"
sampler2D _CameraReflectionsTexture;
struct v2f {
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = ComputeScreenPos (o.pos).xy;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 c = tex2D (_CameraReflectionsTexture, i.uv);
#ifdef UNITY_HDR_ON
return float4(c.rgb, 0.0f);
#else
return float4(exp2(-c.rgb), 0.0f);
#endif
}
ENDCG
}
}
Fallback Off
}

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Shader "Hidden/CTI/Internal-DeferredShading" {
Properties {
_LightTexture0 ("", any) = "" {}
_LightTextureB0 ("", 2D) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
// Pass 1: Lighting pass
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
// HDR case - Lighting additively blended into floating point buffer
Pass {
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma multi_compile_lightpass
#pragma multi_compile ___ UNITY_HDR_ON
#pragma exclude_renderers nomrt
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardBRDF.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
half4 CalculateLight (unity_v2f_deferred i)
{
float3 wpos;
float2 uv;
float atten, fadeDist;
UnityLight light;
UNITY_INITIALIZE_OUTPUT(UnityLight, light);
UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist);
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
// Check for translucent material
half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
light.color = _LightColor.rgb * atten;
half3 baseColor = gbuffer0.rgb;
// Rewrite specColor if needed
half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
half oneMinusRoughness = gbuffer1.a;
half3 normalWorld = gbuffer2.rgb * 2 - 1;
normalWorld = normalize(normalWorld);
float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
light.ndotl = LambertTerm(normalWorld, light.dir);
UnityIndirect ind;
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
ind.diffuse = 0;
ind.specular = 0;
// Energy conserving wrapped around diffuse lighting / http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
half wrap1 = 0.4;
half NdotLDirect = saturate( ( dot(normalWorld, light.dir) + wrap1 ) / ( (1 + wrap1) * (1 + wrap1) ) );
//light.ndotl = (gbuffer2.a == 0) ? wrappedNdotL1 : LambertTerm(normalWorld, light.dir); // As Unity 5.5. does not know light.ndotl anymore
NdotLDirect = /*TransMat ? NdotLDirect :*/ saturate(dot(normalWorld, light.dir));
half4 res = UNITY_BRDF_PBS (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind);
/* Deprecated
// Thin Layer Translucency
// Only using dotNL gives us more lively lighting beyond the shadow distance.
half backlight = saturate( dot(-normalWorld, light.dir) + 0.2);
half fresnel = (1.0 - backlight) * (1.0 - backlight);
fresnel *= fresnel;
//#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
res.rgb += baseColor * backlight * (1.0 - fresnel) * 4.0f * gbuffer1.b * light.color * TransMat;
*/
UNITY_BRANCH
if(TransMat * gbuffer1.b) {
half transPower = gbuffer1.g * 10.0f;
half3 transLightDir = light.dir + normalWorld * 0.01;
half transDot = dot( transLightDir, eyeVec ); // sign(minus) comes from eyeVec
transDot = exp2(saturate(transDot) * transPower - transPower);
half3 lightScattering = transDot * light.color * (1.0 - saturate(dot(normalWorld, light.dir)) );
res.rgb += baseColor * 4.0 * gbuffer1.b * lightScattering;
}
return res;
}
#ifdef UNITY_HDR_ON
half4
#else
fixed4
#endif
frag (unity_v2f_deferred i) : SV_Target
{
half4 c = CalculateLight(i);
#ifdef UNITY_HDR_ON
return c;
#else
return exp2(-c);
#endif
}
ENDCG
}
// Pass 2: Final decode pass.
// Used only with HDR off, to decode the logarithmic buffer into the main RT
Pass {
ZTest Always Cull Off ZWrite Off
Stencil {
ref [_StencilNonBackground]
readmask [_StencilNonBackground]
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
compback equal
compfront equal
}
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers nomrt
sampler2D _LightBuffer;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
#ifdef UNITY_SINGLE_PASS_STEREO
o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return -log2(tex2D(_LightBuffer, i.texcoord));
}
ENDCG
}
}
Fallback Off
}

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@ -1,49 +0,0 @@
using UnityEngine;
using System.Collections;
namespace CTI {
[RequireComponent (typeof (WindZone))]
public class CTI_CustomWind : MonoBehaviour {
private WindZone m_WindZone;
private Vector3 WindDirection;
private float WindStrength;
private float WindTurbulence;
public float WindMultiplier = 1.0f;
private bool init = false;
private int TerrainLODWindPID;
void Init () {
m_WindZone = GetComponent<WindZone>();
TerrainLODWindPID = Shader.PropertyToID("_TerrainLODWind");
}
void OnValidate () {
Update ();
}
void Update () {
if (!init) {
Init ();
}
WindDirection = this.transform.forward;
if(m_WindZone == null) {
m_WindZone = GetComponent<WindZone>();
}
WindStrength = m_WindZone.windMain * WindMultiplier;
WindStrength += m_WindZone.windPulseMagnitude * (1.0f + Mathf.Sin(Time.time * m_WindZone.windPulseFrequency) + 1.0f + Mathf.Sin(Time.time * m_WindZone.windPulseFrequency * 3.0f) ) * 0.5f;
WindTurbulence = m_WindZone.windTurbulence * m_WindZone.windMain * WindMultiplier;
WindDirection.x *= WindStrength;
WindDirection.y *= WindStrength;
WindDirection.z *= WindStrength;
Shader.SetGlobalVector(TerrainLODWindPID, new Vector4(WindDirection.x, WindDirection.y, WindDirection.z, WindTurbulence) );
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace CTI {
public static class CTI_Utils {
// Function to adjust the translucent lighting fade according to the given shadow distance  or any othe distance that is passed in
// @params:
// (float) TranslucentLightingRange : Range in which translucent lighting will be applied most likely the shadow distance as set in Quality Settings
// (float) FadeLengthFactor : Lenth relative to TranslucentLightingRange over which the fade will take place (0.0 - 1.0 range)
public static void SetTranslucentLightingFade(float TranslucentLightingRange, float FadeLengthFactor) {
TranslucentLightingRange *= 0.9f; // Add some padding as real time shadows fade out as well
var FadeLength = TranslucentLightingRange * FadeLengthFactor;
// Pleae note: We use sqr distances here!
Shader.SetGlobalVector ("_CTI_TransFade",
new Vector2(
TranslucentLightingRange * TranslucentLightingRange,
FadeLength * FadeLength * ( (TranslucentLightingRange / FadeLength) * 2.0f )
)
);
}
}
}

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@ -1,30 +0,0 @@
using UnityEngine;
using System.Collections;
using UnityEditor;
public class CTI_AdvancedEdgeFluttering: MaterialPropertyDrawer {
override public void OnGUI (Rect position, MaterialProperty prop, string label, MaterialEditor editor) {
Material material = editor.target as Material;
if (material.GetFloat("_EnableAdvancedEdgeBending") != 0 ) {
float halfHeight = (position.height * 0.5f - 4);
Rect pos_1 = new Rect(position.position.x, position.position.y, position.width, halfHeight);
Rect pos_2 = new Rect(position.position.x, position.position.y + halfHeight + 2, position.width, halfHeight);
Vector4 vec4value = prop.vectorValue;
vec4value.x = EditorGUI.Slider(pos_1, " Strength", vec4value.x, 0.0f, 5.0f);
vec4value.y = EditorGUI.Slider(pos_2, " Speed", vec4value.y, 0.0f, 20.0f);
prop.vectorValue = vec4value;
}
}
public override float GetPropertyHeight (MaterialProperty prop, string label, MaterialEditor editor) {
Material material = editor.target as Material;
if (material.GetFloat("_EnableAdvancedEdgeBending") != 0 ) {
return base.GetPropertyHeight (prop, label, editor) * 2.0f + 6;
}
else {
return 0.0f;
}
}
}

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using UnityEngine;
using System.Collections;
using UnityEditor;
public class CTI_DetailsEnum : MaterialPropertyDrawer {
public enum detailMode
{
Disabled = 0,
Enabled = 1,
FadeBaseTextures = 2,
SkipBaseTextures = 3
}
detailMode status;
override public void OnGUI (Rect position, MaterialProperty prop, string label, MaterialEditor editor)
{
Material material = editor.target as Material;
status = (detailMode)((int)prop.floatValue);
status = (detailMode)EditorGUI.EnumPopup(position, label, status);
prop.floatValue = (float)status;
if (prop.floatValue == 0.0f) {
material.DisableKeyword("GEOM_TYPE_BRANCH");
material.DisableKeyword("GEOM_TYPE_BRANCH_DETAIL");
material.DisableKeyword("GEOM_TYPE_FROND");
}
else if (prop.floatValue == 1.0f) {
material.EnableKeyword("GEOM_TYPE_BRANCH");
material.DisableKeyword("GEOM_TYPE_BRANCH_DETAIL");
material.DisableKeyword("GEOM_TYPE_FROND");
}
else if (prop.floatValue == 2.0f) {
material.DisableKeyword("GEOM_TYPE_BRANCH");
material.EnableKeyword("GEOM_TYPE_BRANCH_DETAIL");
material.DisableKeyword("GEOM_TYPE_FROND");
}
else if (prop.floatValue == 3.0f) {
material.DisableKeyword("GEOM_TYPE_BRANCH");
material.DisableKeyword("GEOM_TYPE_BRANCH_DETAIL");
material.EnableKeyword("GEOM_TYPE_FROND");
}
}
public override float GetPropertyHeight (MaterialProperty prop, string label, MaterialEditor editor)
{
return base.GetPropertyHeight (prop, label, editor);
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class CTI_ShaderGUI : ShaderGUI {
protected Color avrgCol = Color.gray;
public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] properties)
{
EditorGUILayout.HelpBox("Please note that params marked with '*' must be synced across bark, leaf and maybe even the billboard material.", MessageType.Info);
base.OnGUI (materialEditor, properties);
Material targetMat = materialEditor.target as Material;
// Bark texture2D
if (targetMat.HasProperty("_BumpSpecAOMap")) {
if ( targetMat.GetTexture("_BumpSpecAOMap") == null) {
targetMat.SetTexture("_BumpSpecAOMap", Resources.Load("CTI_default_normal_spec_ao") as Texture2D );
}
}
// Bark textureArray
else if (targetMat.HasProperty("_BumpSpecAOMapArray")){
if (targetMat.GetTexture("_BumpSpecAOMapArray") == null) {
targetMat.SetTexture("_BumpSpecAOMapArray", Resources.Load("CTI_default_normal_spec_ao_Texture2DArray") as Texture2DArray );
}
}
// Assign default combined detail texture
if (targetMat.HasProperty("_DetailNormalMapX")){
if (targetMat.GetTexture("_DetailNormalMapX") == null) {
targetMat.SetTexture("_DetailNormalMapX", Resources.Load("CTI_default_normal_spec_ao") as Texture2D );
}
}
// Leaves
if (targetMat.HasProperty("_BumpSpecMap")){
if (targetMat.GetTexture("_BumpSpecMap") == null) {
targetMat.SetTexture("_BumpSpecMap", Resources.Load("CTI_default_normal_spec") as Texture2D );
}
}
if (targetMat.HasProperty("_TranslucencyMap")){
if (targetMat.GetTexture("_TranslucencyMap") == null) {
targetMat.SetTexture("_TranslucencyMap", Resources.Load("CTI_default_ao_trans_smoothness") as Texture2D );
}
}
// Get average color
if (targetMat.HasProperty("_AverageCol")) {
GUILayout.Space(8);
if (GUILayout.Button("Get average Color")) {
if (targetMat.HasProperty("_MainTex") && targetMat.GetTexture("_MainTex") != null) {
getAverageColor( targetMat.GetTexture("_MainTex") as Texture2D );
}
else if (targetMat.HasProperty("_MainTexArray") && targetMat.GetTexture("_MainTexArray") != null) {
Texture2DArray sourceTex = targetMat.GetTexture("_MainTexArray") as Texture2DArray;
Color32[] aColor = sourceTex.GetPixels32(0, 1);
avrgCol = aColor[0];
}
targetMat.SetColor("_AverageCol", avrgCol);
}
}
GUILayout.Space(8);
}
private void getAverageColor(Texture2D sourceTex) {
bool wasReadable = false;
string path = AssetDatabase.GetAssetPath(sourceTex);
TextureImporter ti = (TextureImporter) TextureImporter.GetAtPath(path);
if (ti.isReadable == true) {
wasReadable = true;
}
else {
ti.isReadable = true;
// refresh texture
AssetDatabase.ImportAsset( path, ImportAssetOptions.ForceUpdate );
}
if (sourceTex) {
// read from lowest mipmaplevel
int mip = sourceTex.mipmapCount - 1;
// is array
Color[] aColor = sourceTex.GetPixels(0, 0, 1, 1, mip);
avrgCol = aColor[0];
}
else {
avrgCol = Color.gray;
Debug.Log("No Texture assigned yet.");
}
// reset texture settings
if (wasReadable == false) {
ti.isReadable = false;
AssetDatabase.ImportAsset( path, ImportAssetOptions.ForceUpdate );
}
}
}

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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "CTI/LOD Bark 301" {
Properties {
_HueVariation ("Color Variation*", Color) = (0.9,0.5,0.0,0.1)
[Header(Main Maps)]
[Space(5)]
_MainTex ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
[NoScaleOffset] _BumpSpecAOMap ("Normal Map (GA) Specular (R) AO (B)", 2D) = "bump" {}
[Header(Secondary Maps)]
[Space(5)]
[CTI_DetailsEnum] _DetailMode ("Secondary Maps (need UV2)", Float) = 0
[Toggle(_SWAP_UVS)] _SwapUVS (" Swap UVS", Float) = 0.0
_AverageCol (" Average Color (RGB) Smoothness (A)", Color) = (1,1,1,0.5)
[Space(5)]
[NoScaleOffset] _DetailAlbedoMap (" Detail Albedo x2 (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _DetailNormalMapX (" Normal Map (GA) Specular (R) AO (B)", 2D) = "gray" {}
_DetailNormalMapScale (" Normal Strength", Float) = 1.0
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Header(Wind)]
[Space(3)]
_BaseWindMultipliers ("Wind Multipliers (XYZ)*", Vector) = (1,1,1,0)
[Space(5)]
[Toggle(_METALLICGLOSSMAP)]
_LODTerrain ("Use Wind from Script*", Float) = 0.0
[Header(Options for lowest LOD)]
[Space(5)]
[Toggle] _FadeOutWind ("Fade out Wind", Float) = 0.0
// In case we switch to the debug shader
[HideInInspector] _Cutoff ("Cutoff", Range(0,1)) = 1
// Needed by VegetationStudio's Billboard Rendertex Shaders
[HideInInspector] _IsBark("Is Bark", Float) = 1
}
SubShader {
Tags {
"Queue"="Geometry"
"RenderType"="CTI-TreeBarkLOD"
"DisableBatching"="LODFading"
}
LOD 200
CGPROGRAM
// noshadowmask does not fix the problem with baked shadows in deferred
// removing nolightmap does
#pragma surface surf StandardSpecular vertex:CTI_TreeVertBark nodynlightmap keepalpha dithercrossfade
// nolightmap
#pragma target 3.0
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile_instancing
// Detail modes: simply on / fade base textures / skip base textures
#pragma shader_feature __ GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND
#pragma shader_feature _SWAP_UVS
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
//#endif
#define IS_BARK
#define IS_LODTREE
#define IS_SURFACESHADER
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
// We do NOT define LEAFTUMBLING here
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
sampler2D _MainTex;
sampler2D _BumpSpecAOMap;
fixed4 _AverageCol;
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND)
sampler2D _DetailAlbedoMap;
sampler2D _DetailNormalMapX;
half _DetailNormalMapScale;
#endif
/* moved to include
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
UNITY_DITHER_CROSSFADE_COORDS
};*/
fixed _OcclusionStrength;
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#endif
// Swapped UVs
#if ( defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) ) && defined (_SWAP_UVS)
// Skip base textures (details)
#if defined(GEOM_TYPE_FROND)
fixed4 c = _AverageCol;
fixed4 bumpSpecAO = fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5);
#else
fixed4 c = tex2D(_MainTex, IN.ctiuv2_DetailAlbedoMap);
fixed4 bumpSpecAO = tex2D(_BumpSpecAOMap, IN.ctiuv2_DetailAlbedoMap);
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
c = lerp(c, _AverageCol, unity_LODFade.x);
bumpSpecAO = lerp(bumpSpecAO, fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5), unity_LODFade.x);
#endif
#endif
// Regular UVs
#else
// Skip base textures (details)
#if defined(GEOM_TYPE_FROND)
fixed4 c = _AverageCol;
fixed4 bumpSpecAO = fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5);
#else
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
fixed4 bumpSpecAO = tex2D(_BumpSpecAOMap, IN.uv_MainTex);
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
c = lerp(c, _AverageCol, unity_LODFade.x);
bumpSpecAO = lerp(bumpSpecAO, fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5), unity_LODFade.x);
#endif
#endif
#endif
o.Albedo = lerp(c.rgb, (c.rgb + _HueVariation.rgb) * 0.5, IN.color.r * _HueVariation.a);
o.Smoothness = c.a * _HueVariation.r;
o.Occlusion = lerp(1, bumpSpecAO.b * IN.color.a, _OcclusionStrength);
o.Alpha = c.a;
o.Specular = bumpSpecAO.r;
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND)
#if !defined (_SWAP_UVS)
fixed4 detailAlbedo = tex2D(_DetailAlbedoMap, IN.ctiuv2_DetailAlbedoMap);
fixed4 detailNormalSample = tex2D(_DetailNormalMapX, IN.ctiuv2_DetailAlbedoMap);
#else
fixed4 detailAlbedo = tex2D(_DetailAlbedoMap, IN.uv_MainTex);
fixed4 detailNormalSample = tex2D(_DetailNormalMapX, IN.uv_MainTex);
#endif
// Here we use a custom function to make sure it works in all versions of Unity
half3 detailNormalTangent = CTI_UnpackScaleNormal( detailNormalSample, _DetailNormalMapScale);
o.Albedo *= detailAlbedo.rgb * unity_ColorSpaceDouble.rgb;
o.Smoothness = (o.Smoothness + detailAlbedo.a) * 0.5;
o.Specular = (o.Specular + detailNormalSample.rrr) * 0.5;
o.Occlusion *= detailNormalSample.b;
#endif
// Get normal
#if defined(GEOM_TYPE_FROND)
o.Normal = detailNormalTangent;
#else
o.Normal = UnpackNormalDXT5nm(bumpSpecAO);
#endif
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
o.Normal = lerp(o.Normal, half3(0,0,1), unity_LODFade.x);
#endif
// Blend normals from UV2
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL)
o.Normal = BlendNormals(o.Normal, detailNormalTangent);
#endif
}
ENDCG
// Pass to render object as a shadow caster
// Do not forget to setup the instance ID!
Pass{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile_instancing
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
//#endif
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define UNITY_PASS_SHADOWCASTER
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
#define IS_BARK
#define DEPTH_NORMAL
#define IS_LODTREE
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
struct v2f_surf {
V2F_SHADOW_CASTER;
UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_surf vert_surf(appdata_ctitree v) {
v2f_surf o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
CTI_TreeVertBark(v);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
return o;
}
float4 frag_surf(v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#else
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
///
}
CustomEditor "CTI_ShaderGUI"
}

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@ -1,9 +0,0 @@
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guid: 6934a0dff195b47e5913f17edb3770ec
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licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
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// Upgrade NOTE: removed variant '__' where variant LOD_FADE_PERCENTAGE is used.
Shader "CTI/LOD Bark Array 301" {
Properties {
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
[Header(Main Maps)]
[Space(5)]
_MainTexArray ("Albedo Array (RGB) Smoothness (A)", 2DArray) = "white" {}
[NoScaleOffset] _BumpSpecAOMapArray ("Normal Map (GA) Specular (R) AO (B)", 2DArray) = "bump" {}
[Header(Secondary Maps)]
[Space(5)]
[CTI_DetailsEnum] _DetailMode ("Secondary Maps (need UV2)", Float) = 0
[Toggle(_SWAP_UVS)] _SwapUVS (" Swap UVS", Float) = 0.0
_AverageCol (" Average Color (RGB) Smoothness (A)", Color) = (1,1,1,0.5)
[Space(5)]
[NoScaleOffset] _DetailAlbedoMap (" Detail Albedo x2 (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _DetailNormalMapX (" Normal Map (GA) Specular (R) AO (B)", 2D) = "gray" {}
_DetailNormalMapScale (" Normal Strength", Float) = 1.0
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Header(Wind)]
[Space(3)]
_BaseWindMultipliers ("Wind Multipliers (XYZ)*", Vector) = (1,1,1,0)
[Space(5)]
[Toggle(_METALLICGLOSSMAP)]
_LODTerrain ("Use Wind from Script", Float) = 0.0
[Header(Options for lowest LOD)]
[Space(5)]
[Toggle] _FadeOutWind ("Fade out Wind", Float) = 0.0
// In case we switch to the debug shader
[HideInInspector] _Cutoff ("Cutoff", Range(0,1)) = 1
// Needed by VegetationStudio's Billboard Rendertex Shaders
[HideInInspector] _IsBark("Is Bark", Float) = 1
}
SubShader {
Tags {
"Queue"="Geometry"
"RenderType"="CTI-TreeBarkLOD"
"DisableBatching"="LODFading"
}
LOD 200
CGPROGRAM
// noshadowmask does not fix the problem with baked shadows in deferred
// removing nolightmap does
#pragma surface surf StandardSpecular vertex:CTI_TreeVertBark nodynlightmap keepalpha dithercrossfade
// nolightmap
#pragma target 3.0
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile_instancing
// Detail modes: simply on / fade base textures / skip base textures
#pragma shader_feature __ GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND
#pragma shader_feature _SWAP_UVS
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
//#endif
#define IS_BARK
#define IS_LODTREE
#define IS_SURFACESHADER
#define IS_CTIARRAY
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
// We do NOT define LEAFTUMBLING here
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
UNITY_DECLARE_TEX2DARRAY(_BumpSpecAOMapArray);
fixed4 _AverageCol;
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND)
sampler2D _DetailAlbedoMap;
sampler2D _DetailNormalMapX;
half _DetailNormalMapScale;
#endif
/* moved to include
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR;
UNITY_DITHER_CROSSFADE_COORDS
};*/
fixed _OcclusionStrength;
void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#endif
// Swapped UVs
#if ( defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) ) && defined (_SWAP_UVS)
// Skip base textures (details)
#if defined(GEOM_TYPE_FROND)
fixed4 c = _AverageCol;
fixed4 bumpSpecAO = fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5);
#else
float3 uvs = float3(IN.ctiuv2_DetailAlbedoMap, saturate(IN.color.b - 0.999) * 1000 );
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, uvs );
fixed4 bumpSpecAO = UNITY_SAMPLE_TEX2DARRAY(_BumpSpecAOMapArray, uvs);
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
c = lerp(c, _AverageCol, unity_LODFade.x);
bumpSpecAO = lerp(bumpSpecAO, fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5), unity_LODFade.x);
#endif
#endif
// Regular UVs
#else
// Skip base textures (details)
#if defined(GEOM_TYPE_FROND)
fixed4 c = _AverageCol;
fixed4 bumpSpecAO = fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5);
#else
float3 uvs = float3(IN.uv_MainTexArray, saturate(IN.color.b - 0.999) * 1000 );
fixed4 c = UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, uvs );
fixed4 bumpSpecAO = UNITY_SAMPLE_TEX2DARRAY(_BumpSpecAOMapArray, uvs);
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
c = lerp(c, _AverageCol, unity_LODFade.x);
bumpSpecAO = lerp(bumpSpecAO, fixed4(unity_ColorSpaceDielectricSpec.r, 0.5, 1, 0.5), unity_LODFade.x);
#endif
#endif
#endif
o.Albedo = lerp(c.rgb, (c.rgb + _HueVariation.rgb) * 0.5, IN.color.r * _HueVariation.a);
o.Smoothness = c.a * _HueVariation.r;
o.Occlusion = lerp(1, bumpSpecAO.b * IN.color.a, _OcclusionStrength);
o.Alpha = c.a;
o.Specular = bumpSpecAO.r;
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND)
#if !defined (_SWAP_UVS)
fixed4 detailAlbedo = tex2D(_DetailAlbedoMap, IN.ctiuv2_DetailAlbedoMap);
fixed4 detailNormalSample = tex2D(_DetailNormalMapX, IN.ctiuv2_DetailAlbedoMap);
#else
fixed4 detailAlbedo = tex2D(_DetailAlbedoMap, IN.uv_MainTexArray);
fixed4 detailNormalSample = tex2D(_DetailNormalMapX, IN.uv_MainTexArray);
#endif
half3 detailNormalTangent = CTI_UnpackScaleNormal( detailNormalSample, _DetailNormalMapScale);
o.Albedo *= detailAlbedo.rgb * unity_ColorSpaceDouble.rgb;
o.Smoothness = (o.Smoothness + detailAlbedo.a) * 0.5;
o.Specular = (o.Specular + detailNormalSample.rrr) * 0.5;
o.Occlusion *= detailAlbedo.a;
#endif
// Get normal
#if defined(GEOM_TYPE_FROND)
o.Normal = detailNormalTangent;
#else
o.Normal = UnpackNormalDXT5nm(bumpSpecAO);
#endif
// Fade out base texture (details)
#if defined(GEOM_TYPE_BRANCH_DETAIL) && defined(LOD_FADE_PERCENTAGE)
o.Normal = lerp(o.Normal, half3(0,0,1), unity_LODFade.x);
#endif
// Blend normals from UV2
#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL)
o.Normal = BlendNormals(o.Normal, detailNormalTangent);
#endif
}
ENDCG
// Pass to render object as a shadow caster
// Do not forget to setup the instance ID!
Pass{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile __ _METALLICGLOSSMAP
#pragma multi_compile_instancing
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
//#endif
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define UNITY_PASS_SHADOWCASTER
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
#define IS_BARK
#define DEPTH_NORMAL
#define IS_LODTREE
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
struct v2f_surf {
V2F_SHADOW_CASTER;
UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_surf vert_surf(appdata_ctitree v) {
v2f_surf o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
CTI_TreeVertBark(v);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
return o;
}
float4 frag_surf(v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#else
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
///
}
CustomEditor "CTI_ShaderGUI"
}

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Shader "CTI/LOD Billboard 301" {
Properties{
[Space(5)]
_HueVariation ("Color Variation (RGB) Strength (A)", Color) = (0.9,0.5,0.0,0.1)
[Space(5)]
[NoScaleOffset] _MainTex ("Albedo (RGB) Alpha/Occlusion (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0, 1.0)) = 0.3
_AlphaLeak ("Alpha Leak Suppression", Range(0.5,1.0)) = 0.6
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Space(5)]
[NoScaleOffset] _BumpTex ("Normal (AG) Translucency(R) Smoothness(B)", 2D) = "bump" {}
_NormalScale ("Normal Scale", Float) = 1
_SpecColor ("Specular", Color) = (0.2,0.2,0.2)
[Space(5)]
_TranslucencyStrength ("Translucency Strength", Range(0,1)) = .5
_ViewDependency ("View Dependency", Range(0,1)) = 0.8
_AmbientTranslucency ("Ambient Scattering", Range(0,8)) = 1.0
[Toggle(_PARALLAXMAP)]
_EnableTransFade ("Fade out Translucency", Float) = 0.0
[Header(Wind)]
[Space(3)]
[Toggle(_EMISSION)] _UseWind ("Enable Wind", Float) = 0.0
[Space(5)]
_WindStrength ("Wind Strength", Float) = 1.0
[HideInInspector] _TreeScale ("Tree Scale", Range(0,50)) = 1
[HideInInspector] _TreeWidth ("Tree Width Factor", Range(0,1)) = 1
}
SubShader{
Tags{
"Queue" = "AlphaTest"
"IgnoreProjector" = "True"
"RenderType" = "CTI-Billboard"
"DisableBatching" = "LODFading"
}
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf StandardTranslucent vertex:BillboardVertInit nolightmap nodynlightmap keepalpha addshadow noinstancing dithercrossfade
// addshadow
#pragma target 3.0
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma shader_feature _EMISSION
// Fade out Translucency
#pragma shader_feature _PARALLAXMAP
#define IS_LODTREE
#include "Includes/CTI_BillboardVertex_301.cginc"
#include "Includes/CTI_TranslucentLighting_301.cginc"
sampler2D _MainTex;
sampler2D _BumpTex;
float _Cutoff;
float _AlphaLeak;
half4 _HueVariation;
fixed _OcclusionStrength;
half _TranslucencyStrength;
half _ViewDependency;
half _NormalScale;
// All other inputs moved to include
void BillboardVertInit(inout appdata_bb v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
AFSBillboardVert(v);
o.uv_MainTex = v.texcoord;
o.color.rgb = v.color.rgb;
UNITY_TRANSFER_DITHER_CROSSFADE(o, v.vertex)
}
void surf(Input IN, inout SurfaceOutputStandardTranslucent o) {
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#endif
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
clip(c.a - _Cutoff);
o.Albedo = c.rgb;
// Add Color Variation
o.Albedo = lerp(o.Albedo, (o.Albedo + _HueVariation.rgb) * 0.5, IN.color.r * _HueVariation.a);
float4 normal = tex2D(_BumpTex, IN.uv_MainTex);
o.Normal.xy = normal.ag * 2 - 1;
o.Normal.xy *= _NormalScale;
o.Normal.z = sqrt(1 - saturate(dot(o.Normal.xy, o.Normal.xy)));
//o.Normal = normalize(o.Normal);
o.Translucency = (normal.r) * _TranslucencyStrength;
o.ScatteringPower = _ViewDependency;
o.TransFade = IN.color.b;
o.Specular = _SpecColor;
o.Smoothness = normal.b;
#if defined(_PARALLAXMAP)
o.Smoothness *= IN.color.b;
#endif
c.a = (c.a <= _AlphaLeak) ? 1 : c.a; // Eliminate alpha leaking into ao
o.Occlusion = lerp(1, c.a * 2 - 1, _OcclusionStrength);
o.Translucency *= o.Occlusion;
}
ENDCG
// Pass to render object as a shadow caster
/* Pass{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
// Cull Front
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile __ LOD_FADE_CROSSFADE
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define UNITY_PASS_SHADOWCASTER
#include "Includes/CTI_BillboardVertex.cginc"
sampler2D _MainTex;
struct v2f_surf {
V2F_SHADOW_CASTER;
float2 hip_pack0 : TEXCOORD1;
//#ifdef LOD_FADE_CROSSFADE
// half3 ditherScreenPos : TEXCOORD2;
//#endif
UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
};
float4 _MainTex_ST;
v2f_surf vert_surf(appdata_bb v) {
v2f_surf o;
AFSBillboardVert(v);
o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
//UNITY_TRANSFER_DITHER_CROSSFADE(o, v.vertex)
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
return o;
}
fixed _Cutoff;
float4 frag_surf(v2f_surf IN) : SV_Target{
UNITY_APPLY_DITHER_CROSSFADE(IN)
half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
// alpha = (unity_LODFade.x > 0) ? alpha * unity_LODFade.x : alpha;
clip(alpha - _Cutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
} */
///
}
FallBack "Transparent/Cutout/VertexLit"
}

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Shader "CTI/LOD Leaves 301" {
Properties {
[Space(5)]
[Enum(UnityEngine.Rendering.CullMode)]
_Culling ("Culling", Float) = 0
[Space(5)]
_HueVariation ("Color Variation*", Color) = (0.9,0.5,0.0,0.1)
[Space(5)]
_MainTex ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0,1.5)) = 0.3
[Space(5)]
[NoScaleOffset] _BumpSpecMap ("Normal Map (GA) Specular (B)", 2D) = "bump" {}
[NoScaleOffset] _TranslucencyMap ("AO (G) Translucency (B) Smoothness (A)", 2D) = "white" {}
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Header(Shadows)]
[Toggle(GEOM_TYPE_MESH)]
_EnableShadowMap ("Enable extra Shadow Map", Float) = 0.0
[NoScaleOffset] _ShadowMap ("Shadow Map Alpha (R)", 2D) = "white" {}
[Enum(UnityEngine.Rendering.CullMode)]
_ShadowCulling ("Shadow Caster Culling", Float) = 0
[Header(Lighting)]
[Space(3)]
_NormalLerp ("Backface Normal Accuracy", Range(0,1)) = 1
_BackFaceSmoothness (" Backface Smoothness", Range(0,1)) = 0.5
[Space(3)]
_TranslucencyStrength ("Translucency Strength", Range(0,1)) = 0.5
_ViewDependency ("View Dependency", Range(0,1)) = 0.8
_AmbientTranslucency ("Ambient Scattering", Range(0,8)) = 1.0
[Toggle(_PARALLAXMAP)]
_EnableTransFade ("Fade out Translucency", Float) = 0.0
[Header(Wind)]
[Space(3)]
_BaseWindMultipliers ("Wind Multipliers (XYZ)*", Vector) = (1,1,1,0)
[Space(3)]
_TumbleStrength ("Tumble Strength", Range(-1,1)) = 0
_TumbleFrequency (" Tumble Frequency", Range(0,4)) = 1
_TimeOffset (" Time Offset", Range(0,2)) = 0.25
[Space(3)]
[Toggle(_EMISSION)]
_EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0.0
_LeafTurbulence (" Leaf Turbulence", Range(0,4)) = 0.2
_EdgeFlutterInfluence (" Edge Flutter Influence", Range(0,1)) = 0.25
[Space(3)]
[Toggle(GEOM_TYPE_LEAF)]
_EnableAdvancedEdgeBending ("Enable advanced Edge Flutter", Float) = 0.0
[CTI_AdvancedEdgeFluttering]
_AdvancedEdgeBending (" Strenght (X) Frequency (Y) ", Vector) = (0.1, 5, 0, 0)
[Space(5)]
[Toggle(_METALLICGLOSSMAP)]
_LODTerrain ("Use Wind from Script*", Float) = 0.0
[Space(5)]
[Toggle(_NORMALMAP)] _AnimateNormal ("Enable Normal Rotation", Float) = 0.0
[Space(10)]
[Header(Options for lowest LOD)]
[Space(3)]
[Toggle] _FadeOutWind ("Fade out Wind", Float) = 0.0
// Needed by VegetationStudio's Billboard Rendertex Shaders
[HideInInspector] _IsBark("Is Bark", Float) = 0
}
SubShader {
Tags {
"Queue"="Geometry+1"
//"AlphaTest"
"IgnoreProjector"="True"
"RenderType"="CTI-TreeLeafLOD"
"DisableBatching" = "LODFading"
}
LOD 200
Cull [_Culling]
// ZTest Equal
// Depth Prepass
/* Pass {
Name "DEFERRED"
Tags { "LightMode" = "Deferred" "Queue" = "Geometry" }
ColorMask 0
Cull Off
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile __ LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE
// Use Wind from Script
#pragma shader_feature _METALLICGLOSSMAP
// LeafTurbulence
#pragma shader_feature _EMISSION
// AdvancedEdgeBending
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
// #if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade
// #endif
#define USE_VFACE
#define LEAFTUMBLING
#define IS_LODTREE
#define DEPTH_NORMAL
#include "Includes/CTI_TranslucentLighting.cginc"
#include "Includes/CTI_Builtin4xTreeLibraryTumbling.cginc"
struct v2f {
float4 vertex : SV_POSITION;
float2 hip_pack0 : TEXCOORD1;
UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_ctitree v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
CTI_TreeVertLeaf(v);
o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
return o;
}
fixed _Cutoff;
fixed4 frag (v2f IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#else
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
clip (alpha - _Cutoff);
return 0;
}
ENDCG
}
*/
CGPROGRAM
// noshadowmask does not fix the problem with baked shadows in deferred
// removing nolightmap does
#pragma surface surf StandardTranslucent vertex:CTI_TreeVertLeaf fullforwardshadows dithercrossfade
// nolightmap
#pragma target 3.0
// Unity < 2018.2
// #pragma multi_compile __ LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE
// Unity >= 2018.2
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
// Use Wind from Script
#pragma shader_feature _METALLICGLOSSMAP
// LeafTurbulence
#pragma shader_feature _EMISSION
// AdvancedEdgeBending
#pragma shader_feature GEOM_TYPE_LEAF
// AnimateNormal
#pragma shader_feature _NORMALMAP
// Fade out Translucency
#pragma shader_feature _PARALLAXMAP
#pragma multi_compile_instancing
// #if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
// #endif
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
#define USE_VFACE
#define LEAFTUMBLING
#define IS_LODTREE
#define IS_SURFACESHADER
#include "Includes/CTI_TranslucentLighting_301.cginc"
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;
half _TranslucencyStrength;
half _ViewDependency;
half _Cutoff;
/* moved to include
struct Input {
float2 uv_MainTex;
fixed4 color : COLOR; // color.a = AO
UNITY_DITHER_CROSSFADE_COORDS
};
*/
half _NormalLerp;
fixed _BackFaceSmoothness;
fixed _OcclusionStrength;
void surf (Input IN, inout SurfaceOutputStandardTranslucent o) {
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#endif
fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
clip (c.a - _Cutoff);
o.Alpha = c.a;
// Add Color Variation
o.Albedo = lerp(c.rgb, (c.rgb + _HueVariation.rgb) * 0.5, IN.color.r * _HueVariation.a);
fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
// Translucency now takes baked vertex occlusion into account - which makes it look a bit more interesting.
o.Translucency = trngls.b * _TranslucencyStrength * IN.color.a;
// Store Translucency fade state
o.TransFade = IN.color.b;
o.ScatteringPower = _ViewDependency;
// Fade out smoothness
o.Smoothness = trngls.a
#if defined(_PARALLAXMAP)
* IN.color.b
#endif
;
o.Occlusion = lerp(1, trngls.g * IN.color.a, _OcclusionStrength);
half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
o.Specular = norspc.b;
o.Normal = UnpackNormalDXT5nm(norspc);
#if defined(SHADER_API_METAL) && UNITY_VERSION < 201710
if (IN.FacingSign > 0 ) {
o.Normal.z = lerp (o.Normal.z, -o.Normal.z, IN.FacingSign * _NormalLerp );
#else
if (IN.FacingSign < 0 ) {
o.Normal.z = lerp (o.Normal.z, -o.Normal.z, saturate(-IN.FacingSign) * _NormalLerp );
#endif
o.Smoothness *= _BackFaceSmoothness;
o.Specular *= _BackFaceSmoothness;
}
}
ENDCG
// Pass to render object as a shadow caster
// Do not forget to setup the instance ID!
Pass {
Name "ShadowCaster"
Tags {
"LightMode" = "ShadowCaster"
}
Cull [_ShadowCulling]
ZTest LEqual
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma target 3.0
// Unity < 2018.2
// #pragma multi_compile __ LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE
// Unity >= 2018.2
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma multi_compile_instancing
//#if UNITY_VERSION >= 550
#pragma instancing_options assumeuniformscaling lodfade procedural:setup
//#endif
// Use Wind from Script
#pragma shader_feature _METALLICGLOSSMAP
// LeafTurbulence
#pragma shader_feature _EMISSION
// AdvancedEdgeBending
#pragma shader_feature GEOM_TYPE_LEAF
// Extra Shadow Map
#pragma shader_feature GEOM_TYPE_MESH
#pragma multi_compile_shadowcaster
#include "HLSLSupport.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#define UNITY_PASS_SHADOWCASTER
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
#define USE_VFACE
#define LEAFTUMBLING
#define DEPTH_NORMAL
#define IS_LODTREE
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
#include "Includes/CTI_indirect.cginc"
#if defined(EFFECT_BUMP)
sampler2D _ShadowMap;
#else
sampler2D _MainTex;
#endif
float4 _MainTex_ST;
// Already defined in include
// struct Input {
// float2 uv_MainTex;
// };
struct v2f_surf {
V2F_SHADOW_CASTER;
float2 hip_pack0 : TEXCOORD1;
UNITY_DITHER_CROSSFADE_COORDS_IDX(2)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_surf vert_surf (appdata_ctitree v) {
v2f_surf o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
CTI_TreeVertLeaf(v);
o.hip_pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
UNITY_TRANSFER_DITHER_CROSSFADE_HPOS(o, o.pos)
return o;
}
fixed _Cutoff;
float4 frag_surf (v2f_surf IN) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#else
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
#endif
#if defined(EFFECT_BUMP)
half alpha = tex2D(_ShadowMap, IN.hip_pack0.xy).r;
#else
half alpha = tex2D(_MainTex, IN.hip_pack0.xy).a;
#endif
clip (alpha - _Cutoff);
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
}
CustomEditor "CTI_ShaderGUI"
}

View File

@ -1,9 +0,0 @@
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