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- Shader "NatureManufacture Shaders/Trees/Tree Bark Metalic"
- {
- Properties
- {
- _Color("Color", Color) = (1,1,1,0)
- _MainTex("MainTex", 2D) = "white" {}
- [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
- _BumpScale("BumpScale", Range( 0 , 5)) = 1
- [NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
- _MetallicPower("Metallic Power", Range( 0 , 2)) = 0
- _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
- _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
- _DetailMask("DetailMask", 2D) = "black" {}
- _DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
- [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
- [NoScaleOffset]_DetailNormalMap("DetailNormalMap", 2D) = "bump" {}
- _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
- [NoScaleOffset]_DetailMetalicRAOGSmothnessA("Detail Metalic (R) AO (G) Smothness (A) ", 2D) = "white" {}
- _InitialBend("Wind Initial Bend", Float) = 1
- _Stiffness("Wind Stiffness", Float) = 1
- _Drag("Wind Drag", Float) = 1
- [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
- [HideInInspector] _texcoord3( "", 2D ) = "white" {}
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector] __dirty( "", Int ) = 1
- }
- SubShader
- {
- Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
- Cull Back
- CGPROGRAM
- #include "UnityStandardUtils.cginc"
- #pragma target 3.0
- #pragma multi_compile_instancing
- #pragma shader_feature _TOUCHREACTACTIVE_ON
- #pragma shader_feature _DETALUSEUV3_ON
- #include "NMWindNoShiver.cginc"
- #include "NM_indirect.cginc"
- #pragma vertex vert
- #pragma instancing_options procedural:setup
- #pragma multi_compile GPU_FRUSTUM_ON __
- #pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade
- struct Input
- {
- float2 uv_texcoord;
- float2 uv3_texcoord3;
- };
- uniform float _BumpScale;
- uniform sampler2D _BumpMap;
- uniform sampler2D _MainTex;
- uniform float4 _MainTex_ST;
- uniform float _DetailNormalMapScale;
- uniform sampler2D _DetailNormalMap;
- uniform sampler2D _DetailAlbedoMap;
- uniform float4 _DetailAlbedoMap_ST;
- uniform float4 _DetailNormalMap_ST;
- uniform sampler2D _DetailMask;
- uniform float4 _DetailMask_ST;
- uniform float4 _Color;
- uniform sampler2D _MetalicRAOGSmothnessA;
- uniform sampler2D _DetailMetalicRAOGSmothnessA;
- uniform float _MetallicPower;
- uniform float _SmoothnessPower;
- uniform float _AmbientOcclusionPower;
- void surf( Input i , inout SurfaceOutputStandard o )
- {
- float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
- float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
- float2 uv2_DetailNormalMap = i.uv3_texcoord3 * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
- #ifdef _DETALUSEUV3_ON
- float2 staticSwitch280 = uv2_DetailNormalMap;
- #else
- float2 staticSwitch280 = uv0_DetailAlbedoMap;
- #endif
- float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
- float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
- float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormalMap, staticSwitch280 ), _DetailNormalMapScale ) , tex2DNode25.a);
- o.Normal = lerpResult19;
- float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch280 ) , tex2DNode25.a);
- o.Albedo = ( lerpResult16 * _Color ).rgb;
- float4 lerpResult18 = lerp( tex2D( _MetalicRAOGSmothnessA, uv0_MainTex ) , tex2D( _DetailMetalicRAOGSmothnessA, staticSwitch280 ) , tex2DNode25.a);
- float4 break22 = lerpResult18;
- o.Metallic = ( break22.r * _MetallicPower );
- o.Smoothness = ( break22.a * _SmoothnessPower );
- float clampResult31 = clamp( break22.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
- o.Occlusion = clampResult31;
- o.Alpha = 1;
- }
- ENDCG
- }
- Fallback "Diffuse"
- }
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