Shader "Nature/Tree Soft Occlusion Bark" {
Properties {
_Color ("Main Color", Color) = (1,1,1,0)
_MainTex ("Main Texture", 2D) = "white" {}
_BaseLight ("Base Light", Range(0, 1)) = 0.35
_AO ("Amb. Occlusion", Range(0, 10)) = 2.4
// These are here only to provide default values
_Scale ("Scale", Vector) = (1,1,1,1)
_SquashAmount ("Squash", Float) = 1
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "TreeOpaque"
}
Pass {
Lighting On
CGPROGRAM
#pragma vertex bark
#pragma fragment frag
#pragma glsl_no_auto_normalization
#include "SH_Vertex.cginc"
sampler2D _MainTex;
fixed4 frag(v2f input) : COLOR
{
fixed4 col = input.color;
col.rgb *= 2.0f * tex2D( _MainTex, input.uv.xy).rgb;
return col;
}
ENDCG
}
Pass {
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
Fog {Mode Off}
ZWrite On ZTest LEqual Cull Off
Offset 1, 1
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma glsl_no_auto_normalization
#pragma fragmentoption ARB_precision_hint_fastest
#pragma multi_compile_shadowcaster
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
V2F_SHADOW_CASTER;
};
struct appdata {
float4 vertex : POSITION;
fixed4 color : COLOR;
};
v2f vert( appdata v )
{
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag( v2f i ) : COLOR
{
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "TreeOpaque"
}
Pass {
CGPROGRAM
#pragma exclude_renderers shaderonly
#pragma vertex bark
#include "SH_Vertex.cginc"
ENDCG
Lighting On
SetTexture [_MainTex] { combine primary * texture DOUBLE, constant }
}
}
SubShader {
Tags {
"IgnoreProjector"="True"
"RenderType" = "Opaque"
}
Pass {
Tags { "LightMode" = "Vertex" }
Lighting On
Material {
Diffuse [_Color]
Ambient [_Color]
}
SetTexture [_MainTex] { combine primary * texture DOUBLE, constant }
}
}
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex"
Fallback Off
}
最終更新:2013年02月03日 10:28