Files
HauntedBloodlines/Assets/NatureManufacture Assets/Foliage Shaders/Advanced Grass Specular Snow.shader
2025-05-29 22:31:40 +03:00

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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"
}