Shader "NatureManufacture Shaders/Grass/Advanced Grass Specular Snow" { Properties { _Cutoff( "Mask Clip Value", Float ) = 0.5 _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" {} [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {} _BumpScale("BumpScale", Range( 0 , 2)) = 1 [NoScaleOffset]_AmbientOcclusionG("AO (G) Sm (A)", 2D) = "white" {} _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 0 _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0 _Specular("Specular", Range( 0 , 1)) = 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", Float) = 1 _WindNormalInfluence("Wind Normal Influence", Float) = 0 _CullFarStart("CullFarStart", Range( 0 , 10000)) = 40 _CullFarDistance("CullFarDistance", Range( 0 , 10000)) = 5 [Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 0 _Snow_Amount("Snow_Amount", Range( 0 , 2)) = 0.13 _SnowCover("Snow Cover", 2D) = "white" {} _SnowColorBrightness("Snow Color Brightness", Range( 0 , 2)) = 1 _SnowMaxCover("Snow Max Cover", Range( 0 , 2)) = 0.35 _SnowSpecularPower("Snow Specular Power", Range( 0 , 1)) = 0 _Snow_Min_Height("Snow_Min_Height", Range( -1000 , 10000)) = -1000 _Snow_Min_Height_Blending("Snow_Min_Height_Blending", Range( 0 , 500)) = 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 CGINCLUDE #include "UnityStandardUtils.cginc" #include "UnityShaderVariables.cginc" #include "UnityPBSLighting.cginc" #include "Lighting.cginc" #pragma target 3.0 #pragma multi_compile_instancing #pragma shader_feature _TOUCHREACTACTIVE_ON #include "NM_indirect.cginc" #include "NMWind.cginc" #pragma instancing_options procedural:setup #pragma multi_compile GPU_FRUSTUM_ON __ #pragma vertex vert #ifdef UNITY_PASS_SHADOWCASTER #undef INTERNAL_DATA #undef WorldReflectionVector #undef WorldNormalVector #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) #define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) #endif struct Input { half2 uv_texcoord; half ASEVFace : VFACE; float3 worldPos; float4 vertexColor : COLOR; float3 worldNormal; INTERNAL_DATA }; uniform half _BackFaceMirrorNormal; uniform half _BumpScale; uniform sampler2D _BumpMap; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform half4 _HealthyColor; uniform half4 _DryColor; uniform half _ColorNoiseSpread; uniform half3 _WindColorInfluence; uniform half _WindColorThreshold; uniform sampler2D _SnowCover; uniform float4 _SnowCover_ST; uniform half _SnowColorBrightness; uniform half _SnowMaxCover; uniform half _Snow_Amount; uniform half _Snow_Min_Height; uniform half _Snow_Min_Height_Blending; uniform half _Specular; uniform half _SnowSpecularPower; uniform sampler2D _AmbientOcclusionG; uniform half _SmoothnessPower; uniform half _AmbientOcclusionPower; uniform float _Cutoff = 0.5; 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 SurfaceOutputStandardSpecular o ) { float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw; half3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ); float3 switchResult439 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) )))); o.Normal = lerp(tex2DNode4,switchResult439,_BackFaceMirrorNormal); float3 ase_worldPos = i.worldPos; float2 appendResult427 = (half2(ase_worldPos.x , ase_worldPos.z)); float simplePerlin2D432 = snoise( ( appendResult427 / _ColorNoiseSpread ) ); float4 lerpResult433 = lerp( _HealthyColor , _DryColor , simplePerlin2D432); half4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex ); float clampResult437 = clamp( i.vertexColor.r , 0.0 , 1.0 ); float3 lerpResult465 = lerp( ( float3( 1,1,1 ) - _WindColorInfluence ) , ( float3( 1,1,1 ) + _WindColorInfluence ) , pow( clampResult437 , _WindColorThreshold )); float4 temp_output_355_0 = ( ( lerpResult433 * tex2DNode3 ) * half4( lerpResult465 , 0.0 ) ); float2 uv0_SnowCover = i.uv_texcoord * _SnowCover_ST.xy + _SnowCover_ST.zw; float4 temp_output_514_0 = ( tex2D( _SnowCover, uv0_SnowCover ) * _SnowColorBrightness ); float3 newWorldNormal475 = (WorldNormalVector( i , tex2DNode4 )); float temp_output_495_0 = ( ( 1.0 - _Snow_Min_Height ) + ase_worldPos.y ); float clampResult502 = clamp( ( temp_output_495_0 + 1.0 ) , 0.0 , 1.0 ); float clampResult503 = clamp( ( ( 1.0 - ( ( temp_output_495_0 + _Snow_Min_Height_Blending ) / temp_output_495_0 ) ) + -0.5 ) , 0.0 , 1.0 ); float clampResult505 = clamp( ( clampResult502 + clampResult503 ) , 0.0 , 1.0 ); float temp_output_485_0 = saturate( abs( ( ( newWorldNormal475.x + ( newWorldNormal475.y * _SnowMaxCover ) + newWorldNormal475.z ) * ( _Snow_Amount * clampResult505 ) ) ) ); float4 lerpResult483 = lerp( temp_output_355_0 , temp_output_514_0 , temp_output_485_0); o.Albedo = lerpResult483.rgb; float4 clampResult420 = clamp( ( _Specular * ( temp_output_355_0 * float4( 0.3,0.3019608,0.3019608,0.3019608 ) ) ) , float4( 0,0,0,0 ) , float4( 0.5019608,0.5019608,0.5019608,0 ) ); float4 clampResult490 = clamp( ( ( float4( 0,0,0,0 ) * temp_output_514_0 ) * _SnowSpecularPower ) , float4( 0,0,0,0 ) , float4( 0.5019608,0.5019608,0.5019608,0 ) ); float4 lerpResult487 = lerp( clampResult420 , clampResult490 , temp_output_485_0); o.Specular = lerpResult487.rgb; half4 tex2DNode98 = tex2D( _AmbientOcclusionG, uv0_MainTex ); o.Smoothness = ( tex2DNode98.a * _SmoothnessPower ); float clampResult150 = clamp( tex2DNode98.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 ); o.Occlusion = clampResult150; o.Alpha = 1; clip( tex2DNode3.a - _Cutoff ); } ENDCG CGPROGRAM #pragma surface surf StandardSpecular keepalpha fullforwardshadows ENDCG Pass { Name "ShadowCaster" Tags{ "LightMode" = "ShadowCaster" } ZWrite On CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile_shadowcaster #pragma multi_compile UNITY_PASS_SHADOWCASTER #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #include "HLSLSupport.cginc" #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" struct v2f { V2F_SHADOW_CASTER; float2 customPack1 : TEXCOORD1; float4 tSpace0 : TEXCOORD2; float4 tSpace1 : TEXCOORD3; float4 tSpace2 : TEXCOORD4; half4 color : COLOR0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID( v ); UNITY_INITIALIZE_OUTPUT( v2f, o ); UNITY_TRANSFER_INSTANCE_ID( v, o ); AdditionalWind(v); Input customInputData; float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; half3 worldNormal = UnityObjectToWorldNormal( v.normal ); half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); half tangentSign = v.tangent.w * unity_WorldTransformParams.w; half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); o.customPack1.xy = customInputData.uv_texcoord; o.customPack1.xy = v.texcoord; TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) o.color = v.color; return o; } half4 frag( v2f IN #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); Input surfIN; UNITY_INITIALIZE_OUTPUT( Input, surfIN ); surfIN.uv_texcoord = IN.customPack1.xy; float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); surfIN.worldPos = worldPos; surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; surfIN.vertexColor = IN.color; SurfaceOutputStandardSpecular o; UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardSpecular, o ) surf( surfIN, o ); #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif SHADOW_CASTER_FRAGMENT( IN ) } ENDCG } } Fallback "Diffuse" }