Tree_Bark_Specular.shader 4.3 KB

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  1. Shader "NatureManufacture Shaders/Trees/Tree Bark Specular"
  2. {
  3. Properties
  4. {
  5. _Color("Color", Color) = (1,1,1,0)
  6. _MainTex("MainTex", 2D) = "white" {}
  7. [NoScaleOffset]_BumpMap("BumpMap", 2D) = "bump" {}
  8. _BumpScale("BumpScale", Range( 0 , 5)) = 1
  9. [NoScaleOffset]_SpecularRGBSmothnessA("Specular (RGB) Smothness (A)", 2D) = "white" {}
  10. _SpecularPower("Specular Power", Range( 0 , 2)) = 0
  11. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
  12. [NoScaleOffset]_AmbientOcclusionG("Ambient Occlusion (G)", 2D) = "white" {}
  13. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  14. _DetailMask("DetailMask", 2D) = "black" {}
  15. _DetailAlbedoMap("DetailAlbedoMap", 2D) = "white" {}
  16. [NoScaleOffset]_DetailNormal("Detail Normal", 2D) = "bump" {}
  17. [Toggle(_DETALUSEUV3_ON)] _DetalUseUV3("Detal Use UV3", Float) = 0
  18. _DetailNormalMapScale("DetailNormalMapScale", Range( 0 , 5)) = 1
  19. [NoScaleOffset]_DetailSpecularRGBSmothnessA("Detail Specular (RGB) Smothness (A)", 2D) = "white" {}
  20. [NoScaleOffset]_DetailAmbientOcclusionG("Detail Ambient Occlusion (G)", 2D) = "white" {}
  21. _InitialBend("Wind Initial Bend", Float) = 1
  22. _Stiffness("Wind Stiffness", Float) = 1
  23. _Drag("Wind Drag", Float) = 1
  24. [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
  25. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  26. [HideInInspector] _texcoord3( "", 2D ) = "white" {}
  27. [HideInInspector] __dirty( "", Int ) = 1
  28. }
  29. SubShader
  30. {
  31. Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
  32. Cull Back
  33. CGPROGRAM
  34. #include "UnityStandardUtils.cginc"
  35. #pragma target 3.0
  36. #pragma multi_compile_instancing
  37. #pragma shader_feature _TOUCHREACTACTIVE_ON
  38. #pragma shader_feature _DETALUSEUV3_ON
  39. #include "NMWindNoShiver.cginc"
  40. #include "NM_indirect.cginc"
  41. #pragma vertex vert
  42. #pragma instancing_options procedural:setup
  43. #pragma multi_compile GPU_FRUSTUM_ON __
  44. #pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
  45. struct Input
  46. {
  47. float2 uv_texcoord;
  48. float2 uv3_texcoord3;
  49. };
  50. uniform float _BumpScale;
  51. uniform sampler2D _BumpMap;
  52. uniform sampler2D _MainTex;
  53. uniform float4 _MainTex_ST;
  54. uniform float _DetailNormalMapScale;
  55. uniform sampler2D _DetailNormal;
  56. uniform sampler2D _DetailAlbedoMap;
  57. uniform float4 _DetailAlbedoMap_ST;
  58. uniform float4 _DetailNormal_ST;
  59. uniform sampler2D _DetailMask;
  60. uniform float4 _DetailMask_ST;
  61. uniform float4 _Color;
  62. uniform sampler2D _SpecularRGBSmothnessA;
  63. uniform sampler2D _DetailSpecularRGBSmothnessA;
  64. uniform float _SpecularPower;
  65. uniform float _SmoothnessPower;
  66. uniform sampler2D _AmbientOcclusionG;
  67. uniform sampler2D _DetailAmbientOcclusionG;
  68. uniform float _AmbientOcclusionPower;
  69. void surf( Input i , inout SurfaceOutputStandardSpecular o )
  70. {
  71. float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  72. float2 uv0_DetailAlbedoMap = i.uv_texcoord * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  73. float2 uv2_DetailNormal = i.uv3_texcoord3 * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
  74. #ifdef _DETALUSEUV3_ON
  75. float2 staticSwitch123 = uv2_DetailNormal;
  76. #else
  77. float2 staticSwitch123 = uv0_DetailAlbedoMap;
  78. #endif
  79. float2 uv_DetailMask = i.uv_texcoord * _DetailMask_ST.xy + _DetailMask_ST.zw;
  80. float4 tex2DNode25 = tex2D( _DetailMask, uv_DetailMask );
  81. float3 lerpResult19 = lerp( UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale ) , UnpackScaleNormal( tex2D( _DetailNormal, staticSwitch123 ), _DetailNormalMapScale ) , tex2DNode25.a);
  82. o.Normal = lerpResult19;
  83. float4 lerpResult16 = lerp( tex2D( _MainTex, uv0_MainTex ) , tex2D( _DetailAlbedoMap, staticSwitch123 ) , tex2DNode25.a);
  84. o.Albedo = ( lerpResult16 * _Color ).rgb;
  85. float4 lerpResult18 = lerp( tex2D( _SpecularRGBSmothnessA, uv0_MainTex ) , tex2D( _DetailSpecularRGBSmothnessA, staticSwitch123 ) , tex2DNode25.a);
  86. float4 break22 = lerpResult18;
  87. float3 appendResult29 = (float3(break22.r , break22.g , break22.b));
  88. o.Specular = ( appendResult29 * _SpecularPower );
  89. o.Smoothness = ( break22.a * _SmoothnessPower );
  90. float lerpResult30 = lerp( tex2D( _AmbientOcclusionG, uv0_MainTex ).g , tex2D( _DetailAmbientOcclusionG, staticSwitch123 ).g , tex2DNode25.a);
  91. float clampResult34 = clamp( lerpResult30 , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  92. o.Occlusion = clampResult34;
  93. o.Alpha = 1;
  94. }
  95. ENDCG
  96. }
  97. Fallback "Diffuse"
  98. }