Shader "Hidden/Camera-DepthNormalTexture" { Properties { _MainTex ("", 2D) = "white" {} _Cutoff ("", Float) = 0.5 _Color ("", Color) = (1,1,1,1) } 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; #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } half4 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; #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif 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 half _Cutoff; uniform half4 _Color; half4 frag(v2f i) : SV_Target { half4 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); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } half4 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); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform half _Cutoff; half4 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; half4 color : COLOR; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } half4 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; half4 color : COLOR; float4 texcoord : TEXCOORD0; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform half _Cutoff; half4 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; half4 color : COLOR; float4 texcoord : TEXCOORD0; }; v2f vert( appdata v ) { v2f o; TerrainAnimateTree(v.vertex, v.color.w); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; o.nz.xyz = -COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform half _Cutoff; half4 frag(v2f i) : SV_Target { half4 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); #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif 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; half4 frag(v2f i) : SV_Target { half4 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; half4 color : COLOR; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; }; v2f vert (appdata_full v) { v2f o; WavingGrassBillboardVert (v); o.color = v.color; #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform half _Cutoff; half4 frag(v2f i) : SV_Target { half4 texcol = tex2D( _MainTex, i.uv ); half 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; half4 color : COLOR; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; }; v2f vert (appdata_full v) { v2f o; WavingGrassVert (v); o.color = v.color; #if UNITY_VERSION < 540 o.pos = UnityObjectToClipPos(v.vertex); #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = v.texcoord; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform half _Cutoff; half4 frag(v2f i) : SV_Target { half4 texcol = tex2D( _MainTex, i.uv ); half alpha = texcol.a * i.color.a; clip( alpha - _Cutoff ); return EncodeDepthNormal (i.nz.w, i.nz.xyz); } ENDCG } } SubShader{ Tags{ "RenderType" = "StixGamesGrass" } LOD 1000 Pass { Cull Off CGPROGRAM #define RENDER_NORMAL_DEPTH #pragma target 4.6 #pragma vertex vert #pragma hull hullShader #pragma domain domainShader #pragma geometry geom #pragma fragment frag #pragma multi_compile_fog #pragma multi_compile_fwdbase // ================= Shader_feature block start ================= #pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES #pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING #pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY #pragma shader_feature __ GRASS_HEIGHT_SMOOTHING #pragma shader_feature __ GRASS_WIDTH_SMOOTHING #pragma shader_feature __ GRASS_ALPHA_SMOOTHING #pragma shader_feature __ GRASS_OBJECT_MODE #pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION #pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL #pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS #pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR #pragma shader_feature __ GRASS_RANDOM_DIR #pragma shader_feature __ GRASS_CALC_GLOBAL_WIND #pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION // ================= Shader_feature block end ================= #include "GrassIncludes.hlsl" ENDCG } } Fallback Off }