Tree_Leaves_Specular.shader 4.4 KB

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  1. Shader "NatureManufacture Shaders/Trees/Tree_Leaves_Specular"
  2. {
  3. Properties
  4. {
  5. _Cutoff( "Mask Clip Value", Float ) = 0.5
  6. _MainTex("MainTex", 2D) = "white" {}
  7. _HealthyColor("Healthy Color", Color) = (1,0.9735294,0.9338235,1)
  8. _DryColor("Dry Color", Color) = (0.8676471,0.818369,0.6124567,1)
  9. _ColorNoiseSpread("Color Noise Spread", Float) = 50
  10. [NoScaleOffset]_BumpMap("BumpMap", 2D) = "white" {}
  11. _SpecularPower("Specular Power", Range( 0 , 2)) = 0
  12. [NoScaleOffset]_AmbientOcclusionGSmoothnessA("Ambient Occlusion (G) Smoothness (A)", 2D) = "white" {}
  13. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  14. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
  15. _InitialBend("Wind Initial Bend", Float) = 1
  16. _Stiffness("Wind Stiffness", Float) = 1
  17. _Drag("Wind Drag", Float) = 1
  18. _ShiverDrag("Wind Shiver Drag", Float) = 0.05
  19. _WindNormalInfluence("Wind Normal Influence", Float) = 0
  20. _ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
  21. [Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", Float) = 0
  22. [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
  23. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  24. [HideInInspector] __dirty( "", Int ) = 1
  25. }
  26. SubShader
  27. {
  28. Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" }
  29. Cull Off
  30. CGPROGRAM
  31. #pragma target 3.0
  32. #pragma multi_compile_instancing
  33. #pragma shader_feature _TOUCHREACTACTIVE_ON
  34. #include "NMWind.cginc"
  35. #include "NM_indirect.cginc"
  36. #pragma vertex vert
  37. #pragma instancing_options procedural:setup
  38. #pragma multi_compile GPU_FRUSTUM_ON __
  39. #pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
  40. struct Input
  41. {
  42. float2 uv_texcoord;
  43. half ASEVFace : VFACE;
  44. float3 worldPos;
  45. };
  46. uniform float _BackFaceMirrorNormal;
  47. uniform sampler2D _BumpMap;
  48. uniform sampler2D _MainTex;
  49. uniform float4 _DryColor;
  50. uniform float4 _HealthyColor;
  51. uniform float _ColorNoiseSpread;
  52. uniform float _SpecularPower;
  53. uniform sampler2D _AmbientOcclusionGSmoothnessA;
  54. uniform float _SmoothnessPower;
  55. uniform float _AmbientOcclusionPower;
  56. uniform float _Cutoff = 0.5;
  57. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  58. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  59. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  60. float snoise( float2 v )
  61. {
  62. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  63. float2 i = floor( v + dot( v, C.yy ) );
  64. float2 x0 = v - i + dot( i, C.xx );
  65. float2 i1;
  66. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  67. float4 x12 = x0.xyxy + C.xxzz;
  68. x12.xy -= i1;
  69. i = mod2D289( i );
  70. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  71. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  72. m = m * m;
  73. m = m * m;
  74. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  75. float3 h = abs( x ) - 0.5;
  76. float3 ox = floor( x + 0.5 );
  77. float3 a0 = x - ox;
  78. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  79. float3 g;
  80. g.x = a0.x * x0.x + h.x * x0.y;
  81. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  82. return 130.0 * dot( m, g );
  83. }
  84. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  85. {
  86. float3 tex2DNode4 = UnpackNormal( tex2D( _BumpMap, i.uv_texcoord ) );
  87. float3 switchResult365 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
  88. o.Normal = lerp(tex2DNode4,switchResult365,_BackFaceMirrorNormal);
  89. float4 tex2DNode3 = tex2D( _MainTex, i.uv_texcoord );
  90. float3 ase_worldPos = i.worldPos;
  91. float2 appendResult357 = (float2(ase_worldPos.x , ase_worldPos.z));
  92. float simplePerlin2D347 = snoise( ( appendResult357 / _ColorNoiseSpread ) );
  93. float4 lerpResult363 = lerp( _DryColor , _HealthyColor , simplePerlin2D347);
  94. float4 temp_output_35_0 = ( tex2DNode3 * lerpResult363 );
  95. o.Albedo = temp_output_35_0.rgb;
  96. o.Specular = ( temp_output_35_0 * _SpecularPower ).rgb;
  97. float4 tex2DNode37 = tex2D( _AmbientOcclusionGSmoothnessA, i.uv_texcoord );
  98. o.Smoothness = ( tex2DNode37.a * _SmoothnessPower );
  99. float clampResult41 = clamp( tex2DNode37.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  100. o.Occlusion = clampResult41;
  101. o.Alpha = 1;
  102. clip( tex2DNode3.a - _Cutoff );
  103. }
  104. ENDCG
  105. }
  106. Fallback "Diffuse"
  107. }