Tree_Leaves_Metalic.shader 4.5 KB

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  1. Shader "NatureManufacture Shaders/Trees/Tree Leaves Metalic"
  2. {
  3. Properties
  4. {
  5. _Cutoff( "Mask Clip Value", Float ) = 0.4
  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) = "bump" {}
  11. _BumpScale("BumpScale", Range( 0 , 3)) = 1
  12. [NoScaleOffset]_MetalicRAOGSmothnessA("Metalic (R) AO (G) Smothness (A)", 2D) = "white" {}
  13. _MetallicPower("Metallic Power", Range( 0 , 2)) = 0
  14. _AmbientOcclusionPower("Ambient Occlusion Power", Range( 0 , 1)) = 1
  15. _SmoothnessPower("Smoothness Power", Range( 0 , 2)) = 0
  16. _InitialBend("Wind Initial Bend", Float) = 1
  17. _Stiffness("Wind Stiffness", Float) = 1
  18. _Drag("Wind Drag", Float) = 1
  19. _ShiverDrag("Wind Shiver Drag", Float) = 0.05
  20. _ShiverDirectionality("Wind Shiver Directionality", Range( 0 , 1)) = 0.5
  21. [Toggle(_TOUCHREACTACTIVE_ON)] _TouchReactActive("TouchReactActive", Float) = 0
  22. [Toggle]_BackFaceMirrorNormal("BackFace Mirror Normal", 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. #include "UnityStandardUtils.cginc"
  32. #pragma target 3.0
  33. #pragma multi_compile_instancing
  34. #pragma shader_feature _TOUCHREACTACTIVE_ON
  35. #include "NMWind.cginc"
  36. #include "NM_indirect.cginc"
  37. #pragma vertex vert
  38. #pragma instancing_options procedural:setup
  39. #pragma multi_compile GPU_FRUSTUM_ON __
  40. #pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade
  41. struct Input
  42. {
  43. float2 uv_texcoord;
  44. half ASEVFace : VFACE;
  45. float3 worldPos;
  46. };
  47. uniform float _BackFaceMirrorNormal;
  48. uniform float _BumpScale;
  49. uniform sampler2D _BumpMap;
  50. uniform sampler2D _MainTex;
  51. uniform float4 _MainTex_ST;
  52. uniform float4 _DryColor;
  53. uniform float4 _HealthyColor;
  54. uniform float _ColorNoiseSpread;
  55. uniform sampler2D _MetalicRAOGSmothnessA;
  56. uniform float _MetallicPower;
  57. uniform float _SmoothnessPower;
  58. uniform float _AmbientOcclusionPower;
  59. uniform float _Cutoff = 0.4;
  60. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  61. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  62. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  63. float snoise( float2 v )
  64. {
  65. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  66. float2 i = floor( v + dot( v, C.yy ) );
  67. float2 x0 = v - i + dot( i, C.xx );
  68. float2 i1;
  69. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  70. float4 x12 = x0.xyxy + C.xxzz;
  71. x12.xy -= i1;
  72. i = mod2D289( i );
  73. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  74. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  75. m = m * m;
  76. m = m * m;
  77. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  78. float3 h = abs( x ) - 0.5;
  79. float3 ox = floor( x + 0.5 );
  80. float3 a0 = x - ox;
  81. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  82. float3 g;
  83. g.x = a0.x * x0.x + h.x * x0.y;
  84. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  85. return 130.0 * dot( m, g );
  86. }
  87. void surf( Input i , inout SurfaceOutputStandard o )
  88. {
  89. float2 uv0_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  90. float3 tex2DNode4 = UnpackScaleNormal( tex2D( _BumpMap, uv0_MainTex ), _BumpScale );
  91. float3 switchResult233 = (((i.ASEVFace>0)?(tex2DNode4):(( tex2DNode4 * float3( -1,-1,-1 ) ))));
  92. o.Normal = lerp(tex2DNode4,switchResult233,_BackFaceMirrorNormal);
  93. float4 tex2DNode3 = tex2D( _MainTex, uv0_MainTex );
  94. float3 ase_worldPos = i.worldPos;
  95. float2 appendResult226 = (float2(ase_worldPos.x , ase_worldPos.z));
  96. float simplePerlin2D228 = snoise( ( appendResult226 / _ColorNoiseSpread ) );
  97. float4 lerpResult231 = lerp( _DryColor , _HealthyColor , simplePerlin2D228);
  98. o.Albedo = ( tex2DNode3 * lerpResult231 ).rgb;
  99. float4 tex2DNode28 = tex2D( _MetalicRAOGSmothnessA, uv0_MainTex );
  100. o.Metallic = ( tex2DNode28.r * _MetallicPower );
  101. o.Smoothness = ( tex2DNode28.a * _SmoothnessPower );
  102. float clampResult39 = clamp( tex2DNode28.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  103. o.Occlusion = clampResult39;
  104. o.Alpha = 1;
  105. clip( tex2DNode3.a - _Cutoff );
  106. }
  107. ENDCG
  108. }
  109. Fallback "Diffuse"
  110. }