Shader "Nature/Tree Creator Leaves Fast" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_ShadowStrength("Shadow Strength", Range(0,1)) = 1.0
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
// These are here only to provide default values
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "TreeLeaf"
}
LOD 200
Pass {
Tags { "LightMode" = "ForwardBase" }
Name "ForwardBase"
CGPROGRAM
#include "TreeVertexLit.cginc"
#pragma vertex VertexLeaf
#pragma fragment FragmentLeaf
#pragma exclude_renderers flash
#pragma multi_compile_fwdbase nolightmap
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
sampler2D _ShadowMapTexture;
struct v2f_leaf {
float4 pos : SV_POSITION;
fixed4 diffuse : COLOR0;
#if defined(SHADOWS_SCREEN)
fixed4 mainLight : COLOR1;
#endif
float2 uv : TEXCOORD0;
#if defined(SHADOWS_SCREEN)
float4 screenPos : TEXCOORD1;
#endif
};
v2f_leaf VertexLeaf (appdata_full v)
{
v2f_leaf o;
TreeVertLeaf(v);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
fixed ao = v.color.a;
ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO
fixed3 color = v.color.rgb * _Color.rgb * ao;
float3 worldN = mul ((float3x3)_Object2World, SCALED_NORMAL);
fixed4 mainLight;
mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color;
mainLight.a = v.color.a;
o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color;
o.diffuse.a = 1;
#if defined(SHADOWS_SCREEN)
o.mainLight = mainLight;
o.screenPos = ComputeScreenPos (o.pos);
#else
o.diffuse *= 0.5;
o.diffuse += mainLight;
#endif
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 FragmentLeaf (v2f_leaf IN) : COLOR
{
fixed4 albedo = tex2D(_MainTex, IN.uv);
fixed alpha = albedo.a;
clip (alpha - _Cutoff);
#if defined(SHADOWS_SCREEN)
half4 light = IN.mainLight;
half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
light.rgb *= lerp(2, 2*atten, _ShadowStrength);
light.rgb += IN.diffuse.rgb;
#else
half4 light = IN.diffuse;
light.rgb *= 2.0;
#endif
return fixed4 (albedo.rgb * light, 0.0);
}
ENDCG
}
}
Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Fast Optimized"
FallBack "Diffuse"
}
Shader "Nature/Tree Creator Leaves Fast" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
_TranslucencyColor ("Translucency Color", Color) = (0.73,0.85,0.41,1) // (187,219,106,255)
_Cutoff ("Alpha cutoff", Range(0,1)) = 0.3
_TranslucencyViewDependency ("View dependency", Range(0,1)) = 0.7
_ShadowStrength("Shadow Strength", Range(0,1)) = 1.0
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
// These are here only to provide default values
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "TreeLeaf"
}
LOD 200
Pass {
Tags { "LightMode" = "ForwardBase" }
Name "ForwardBase"
CGPROGRAM
#include "TreeVertexLit.cginc"
#pragma vertex VertexLeaf
#pragma fragment FragmentLeaf
#pragma exclude_renderers flash
#pragma multi_compile_fwdbase nolightmap
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
sampler2D _ShadowMapTexture;
struct v2f_leaf {
float4 pos : SV_POSITION;
fixed4 diffuse : COLOR0;
#if defined(SHADOWS_SCREEN)
fixed4 mainLight : COLOR1;
#endif
float2 uv : TEXCOORD0;
#if defined(SHADOWS_SCREEN)
float4 screenPos : TEXCOORD1;
#endif
};
v2f_leaf VertexLeaf (appdata_full v)
{
v2f_leaf o;
TreeVertLeaf(v);
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
fixed ao = v.color.a;
ao += 0.1; ao = saturate(ao * ao * ao); // emphasize AO
fixed3 color = v.color.rgb * _Color.rgb * ao;
float3 worldN = mul ((float3x3)_Object2World, SCALED_NORMAL);
fixed4 mainLight;
mainLight.rgb = ShadeTranslucentMainLight (v.vertex, worldN) * color;
mainLight.a = v.color.a;
o.diffuse.rgb = ShadeTranslucentLights (v.vertex, worldN) * color;
o.diffuse.a = 1;
#if defined(SHADOWS_SCREEN)
o.mainLight = mainLight;
o.screenPos = ComputeScreenPos (o.pos);
#else
o.diffuse *= 0.5;
o.diffuse += mainLight;
#endif
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 FragmentLeaf (v2f_leaf IN) : COLOR
{
fixed4 albedo = tex2D(_MainTex, IN.uv);
fixed alpha = albedo.a;
clip (alpha - _Cutoff);
#if defined(SHADOWS_SCREEN)
half4 light = IN.mainLight;
half atten = tex2Dproj(_ShadowMapTexture, UNITY_PROJ_COORD(IN.screenPos)).r;
light.rgb *= lerp(2, 2*atten, _ShadowStrength);
light.rgb += IN.diffuse.rgb;
#else
half4 light = IN.diffuse;
light.rgb *= 2.0;
#endif
return fixed4 (albedo.rgb * light, 0.0);
}
ENDCG
}
}
Dependency "OptimizedShader" = "Hidden/Nature/Tree Creator Leaves Fast Optimized"
FallBack "Diffuse"
}
最終更新:2013年02月03日 10:27