278 lines
11 KiB
Plaintext
278 lines
11 KiB
Plaintext
Shader "Stix Games/Grass"
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{
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Properties
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{
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_CullMode("CullMode", int) = 0
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[PowerSlider(3.0)] _TargetDensity ("Target Density", Range(0.01,1)) = 0.2
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_DensityFalloffStart ("Density Falloff Start", Float) = 5
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_DensityFalloffScale ("Density Falloff Scale", Range(0, 3)) = 0.25
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_DensityFalloffPower ("Density Falloff Power", Range(0, 3)) = 1.3
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_LODStart("LOD Start", float) = 20
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_LODEnd("LOD End", float) = 100
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[IntRange] _LODMax("LOD Max", Range(1,6)) = 6
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_GrassFadeStart("Grass Fade Start", float) = 50
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_GrassFadeEnd("Grass Fade End", float) = 100
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_Disorder("Disorder", float) = 0.3
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_GrassFloorColor("Grass Floor Color", Color) = (0.35, 0.35, 0.35, 1)
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_GrassFloorColorTexture("Grass Floor Color Texture", 2D) = "white" {}
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_FloorColorStrength("Grass Floor Color Strength", Range(0, 1)) = 1
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[PowerSlider(8.0)] _FloorColorPower("Grass Floor Color Power", Range(0.1, 100)) = 2
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_FloorColorOffset("Grass Floor Color Offset", Range(-1, 1)) = 0
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_BurnCutoff("Burn Cutoff", Range(0, 1)) = 0.05
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_TextureCutoff("Texture Cutoff", Range(0, 1)) = 0.1
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_WindParams("Wind WaveStrength(X), WaveSpeed(Y), RippleStrength(Z), RippleSpeed(W)", Vector) = (0.3, 1.2, 0.15, 1.3)
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_WindRotation("Wind Rotation", Range(0, 6.28318530718)) = 0
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_ColorMap("Color Texture (RGB), Height(A)", 2D) = "white" {}
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_Displacement("Displacement Texture (RG)", 2D) = "bump" {}
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_DensityTexture("Grass Density 1(R) 2(G) 3(B) 4(A)", 2D) = "red" {}
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_DensityValues("Grass Density Values", Vector) = (1, 1, 1, 1)
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_GrassTex00 ("Grass Texture", 2D) = "white" {}
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_Color00 ("Color", Color) = (0.5, 0.7, 0.3, 1)
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_SecColor00 ("Secondary Color", Color) = (0.2, 0.5, 0.15, 1)
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_SpecColor00 ("Specular Color", Color) = (0.2, 0.2, 0.2, 1)
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_Smoothness00("Smoothness", Range(0,1)) = 0.5
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_Subsurface00("Subsurface Scattering", Range(0,1)) = 0.3
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_Softness00 ("Softness", Range(0,1)) = 0.5
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_Weight00 ("Weight", Range(0,5)) = 1.5
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_Width00 ("Width", float) = 0.1
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_MinHeight00 ("Min Height", float) = 0.2
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_MaxHeight00("Max Height", float) = 1.5
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_TextureAtlasWidth00 ("Texture Atlas Width", int) = 1
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_TextureAtlasHeight00("Texture Atlas Height", int) = 1
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_AtlasOffset00("Padding to prevent color leakage", Range(0, 0.5)) = 0.01
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_GrassTex01 ("Grass Texture", 2D) = "white" {}
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_Color01 ("Color", Color) = (0.5, 0.7, 0.3, 1)
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_SecColor01 ("Secondary Color", Color) = (0.2, 0.5, 0.15, 1)
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_SpecColor01 ("Specular Color", Color) = (0.2, 0.2, 0.2, 1)
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_Smoothness01("Smoothness", Range(0,1)) = 0.5
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_Subsurface01("Subsurface Scattering", Range(0,1)) = 0.3
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_Softness01 ("Softness", Range(0,1)) = 0.5
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_Weight01 ("Weight", Range(0,5)) = 1.5
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_Width01 ("Width", float) = 0.1
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_MinHeight01 ("Min Height", float) = 0.2
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_MaxHeight01 ("Max Height", float) = 1.5
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_TextureAtlasWidth01("Texture Atlas Width", int) = 1
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_TextureAtlasHeight01("Texture Atlas Height", int) = 1
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_AtlasOffset01("Padding to prevent color leakage", Range(0, 0.5)) = 0.01
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_GrassTex02 ("Grass Texture", 2D) = "white" {}
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_Color02 ("Color", Color) = (0.5, 0.7, 0.3, 1)
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_SecColor02 ("Secondary Color", Color) = (0.2, 0.5, 0.15, 1)
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_SpecColor02 ("Specular Color", Color) = (0.2, 0.2, 0.2, 1)
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_Smoothness02("Smoothness", Range(0,1)) = 0.5
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_Subsurface02("Subsurface Scattering", Range(0,1)) = 0.3
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_Softness02 ("Softness", Range(0,1)) = 0.5
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_Weight02 ("Weight", Range(0,5)) = 1.5
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_Width02 ("Width", float) = 0.1
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_MinHeight02 ("Min Height", float) = 0.2
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_MaxHeight02 ("Max Height", float) = 1.5
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_TextureAtlasWidth02("Texture Atlas Width", int) = 1
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_TextureAtlasHeight02("Texture Atlas Height", int) = 1
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_AtlasOffset02("Padding to prevent color leakage", Range(0, 0.5)) = 0.01
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_GrassTex03 ("Grass Texture", 2D) = "white" {}
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_Color03 ("Color", Color) = (0.5, 0.7, 0.3, 1)
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_SecColor03 ("Secondary Color", Color) = (0.2, 0.5, 0.15, 1)
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_SpecColor03 ("Specular Color", Color) = (0.2, 0.2, 0.2, 1)
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_Smoothness03("Smoothness", Range(0,1)) = 0.5
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_Subsurface03("Subsurface Scattering", Range(0,1)) = 0.3
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_Softness03 ("Softness", Range(0,1)) = 0.5
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_Weight03 ("Weight", Range(0,5)) = 1.5
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_Width03 ("Width", float) = 0.1
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_MinHeight03 ("Min Height", float) = 0.2
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_MaxHeight03 ("Max Height", float) = 1.5
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_TextureAtlasWidth03("Texture Atlas Width", int) = 1
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_TextureAtlasHeight03("Texture Atlas Height", int) = 1
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_AtlasOffset03("Padding to prevent color leakage", Range(0, 0.5)) = 0.01
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}
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HLSLINCLUDE
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#pragma target 4.6
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#pragma vertex vert
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#pragma hull hullShader
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#pragma domain domainShader
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#pragma geometry geom
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#pragma fragment frag
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ENDHLSL
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SubShader
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{
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// Built-in Render Pipeline
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Tags{ "Queue" = "AlphaTest" "RenderType" = "StixGamesGrass" }
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LOD 1000
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Pass
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{
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Name "FORWARD"
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Tags {"LightMode" = "ForwardBase"}
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ColorMask RGB
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AlphaToMask On
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Cull [_CullMode]
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HLSLPROGRAM
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#define GRASS_PASS_FORWARDBASE
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#pragma multi_compile_fog
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#pragma multi_compile_fwdbase
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// ================= Shader_feature block start =================
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#pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES
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#pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING
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#pragma shader_feature GRASS_REGULAR_NORMAL_LIGHTING GRASS_HYBRID_NORMAL_LIGHTING GRASS_SURFACE_NORMAL_LIGHTING
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#pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY
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#pragma shader_feature __ GRASS_HEIGHT_SMOOTHING
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#pragma shader_feature __ GRASS_WIDTH_SMOOTHING
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#pragma shader_feature __ GRASS_ALPHA_SMOOTHING
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#pragma shader_feature __ GRASS_OBJECT_MODE
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#pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION
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#pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL
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#pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS
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#pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR
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#pragma shader_feature __ GRASS_RANDOM_DIR
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#pragma shader_feature __ GRASS_CALC_GLOBAL_WIND
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#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION
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// ================= Shader_feature block end =================
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#include "GrassIncludes.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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ZWrite Off
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ZTest LEqual
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Blend One One
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ColorMask RGB
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AlphaToMask On
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Cull [_CullMode]
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HLSLPROGRAM
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#define GRASS_PASS_FORWARDADD
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#pragma multi_compile_fog
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#pragma multi_compile_fwdadd_fullshadows
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// ================= Shader_feature block start =================
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#pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES
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#pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING
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#pragma shader_feature GRASS_REGULAR_NORMAL_LIGHTING GRASS_HYBRID_NORMAL_LIGHTING GRASS_SURFACE_NORMAL_LIGHTING
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#pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY
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#pragma shader_feature __ GRASS_HEIGHT_SMOOTHING
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#pragma shader_feature __ GRASS_WIDTH_SMOOTHING
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#pragma shader_feature __ GRASS_ALPHA_SMOOTHING
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#pragma shader_feature __ GRASS_OBJECT_MODE
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#pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION
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#pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL
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#pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS
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#pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR
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#pragma shader_feature __ GRASS_RANDOM_DIR
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#pragma shader_feature __ GRASS_CALC_GLOBAL_WIND
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#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION
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// ================= Shader_feature block end =================
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#include "GrassIncludes.hlsl"
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ENDHLSL
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}
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//Deferred Rendering pass
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Pass
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{
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//Regular unity deferred rendering
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Cull[_CullMode]
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HLSLPROGRAM
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#define GRASS_PASS_DEFERRED
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#define DEFERRED_PASS
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#pragma exclude_renderers nomrt
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#pragma multi_compile_prepassfinal
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// ================= Shader_feature block start =================
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#pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES
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//Lighting features are ignored in deferred, as the lighting is defined by the lighting shader
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//#pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING
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//#pragma shader_feature GRASS_REGULAR_NORMAL_LIGHTING GRASS_HYBRID_NORMAL_LIGHTING GRASS_SURFACE_NORMAL_LIGHTING
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#define GRASS_PBR_LIGHTING
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#pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY
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#pragma shader_feature __ GRASS_HEIGHT_SMOOTHING
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#pragma shader_feature __ GRASS_WIDTH_SMOOTHING
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#pragma shader_feature __ GRASS_ALPHA_SMOOTHING
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#pragma shader_feature __ GRASS_OBJECT_MODE
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#pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION
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#pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL
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#pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS
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//#pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR
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//Only random dir grass is supported in deferred
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//#pragma shader_feature __ GRASS_RANDOM_DIR
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#define GRASS_RANDOM_DIR
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#pragma shader_feature __ GRASS_CALC_GLOBAL_WIND
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#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION
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#pragma multi_compile __ UNITY_HDR_ON
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// ================= Shader_feature block end =================
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#include "GrassIncludes.hlsl"
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ENDHLSL
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}
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//End of Deferred Rendering
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Pass
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{
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Name "ShadowCaster"
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Tags {"LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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Cull [_CullMode]
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Offset 1, 0
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ColorMask 0
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HLSLPROGRAM
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#define GRASS_PASS_SHADOWCASTER
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#pragma multi_compile_shadowcaster
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// ================= Shader_feature block start =================
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#pragma shader_feature SIMPLE_GRASS ONE_GRASS_TYPE TWO_GRASS_TYPES THREE_GRASS_TYPES FOUR_GRASS_TYPES
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#pragma shader_feature GRASS_UNLIT_LIGHTING GRASS_UNSHADED_LIGHTING GRASS_PBR_INVERTED_LIGHTING GRASS_PBR_LIGHTING
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#pragma shader_feature GRASS_REGULAR_NORMAL_LIGHTING GRASS_HYBRID_NORMAL_LIGHTING GRASS_SURFACE_NORMAL_LIGHTING
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#pragma shader_feature __ UNIFORM_DENSITY VERTEX_DENSITY
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#pragma shader_feature __ GRASS_HEIGHT_SMOOTHING
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#pragma shader_feature __ GRASS_WIDTH_SMOOTHING
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#pragma shader_feature __ GRASS_ALPHA_SMOOTHING
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#pragma shader_feature __ GRASS_OBJECT_MODE
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#pragma shader_feature __ GRASS_TOP_VIEW_COMPENSATION
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#pragma shader_feature __ GRASS_FOLLOW_SURFACE_NORMAL
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#pragma shader_feature __ GRASS_USE_TEXTURE_ATLAS
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#pragma shader_feature __ GRASS_IGNORE_GI_SPECULAR
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#pragma shader_feature __ GRASS_RANDOM_DIR
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#pragma shader_feature __ GRASS_CALC_GLOBAL_WIND
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#pragma multi_compile __ GRASS_RENDERTEXTURE_INTERACTION
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// ================= Shader_feature block end =================
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#include "GrassIncludes.hlsl"
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ENDHLSL
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}
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}
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CustomEditor "GrassEditor"
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} |