Tree_Leaves_Metalic.shader 4.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  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. [HideInInspector] _texcoord( "", 2D ) = "white" {}
  22. [HideInInspector] __dirty( "", Int ) = 1
  23. }
  24. SubShader
  25. {
  26. Tags{ "RenderType" = "TreeTransparentCutout" "Queue" = "AlphaTest+0" }
  27. Cull Off
  28. CGPROGRAM
  29. #include "UnityStandardUtils.cginc"
  30. #pragma target 3.0
  31. #pragma multi_compile_instancing
  32. #include "NMWind.cginc"
  33. #include "NM_indirect.cginc"
  34. #pragma vertex vert
  35. #pragma instancing_options procedural:setup
  36. #pragma multi_compile GPU_FRUSTUM_ON __
  37. #pragma surface surf Standard keepalpha addshadow fullforwardshadows dithercrossfade
  38. struct Input
  39. {
  40. float2 uv_texcoord;
  41. float3 worldPos;
  42. };
  43. uniform float _BumpScale;
  44. uniform sampler2D _BumpMap;
  45. uniform sampler2D _MainTex;
  46. uniform float4 _MainTex_ST;
  47. uniform float4 _DryColor;
  48. uniform float4 _HealthyColor;
  49. uniform float _ColorNoiseSpread;
  50. uniform sampler2D _MetalicRAOGSmothnessA;
  51. uniform float _MetallicPower;
  52. uniform float _SmoothnessPower;
  53. uniform float _AmbientOcclusionPower;
  54. uniform float _Cutoff = 0.4;
  55. float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  56. float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
  57. float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
  58. float snoise( float2 v )
  59. {
  60. const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
  61. float2 i = floor( v + dot( v, C.yy ) );
  62. float2 x0 = v - i + dot( i, C.xx );
  63. float2 i1;
  64. i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
  65. float4 x12 = x0.xyxy + C.xxzz;
  66. x12.xy -= i1;
  67. i = mod2D289( i );
  68. float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
  69. float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
  70. m = m * m;
  71. m = m * m;
  72. float3 x = 2.0 * frac( p * C.www ) - 1.0;
  73. float3 h = abs( x ) - 0.5;
  74. float3 ox = floor( x + 0.5 );
  75. float3 a0 = x - ox;
  76. m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
  77. float3 g;
  78. g.x = a0.x * x0.x + h.x * x0.y;
  79. g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  80. return 130.0 * dot( m, g );
  81. }
  82. void surf( Input i , inout SurfaceOutputStandard o )
  83. {
  84. float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
  85. o.Normal = UnpackScaleNormal( tex2D( _BumpMap, uv_MainTex ), _BumpScale );
  86. float4 tex2DNode3 = tex2D( _MainTex, uv_MainTex );
  87. float3 ase_worldPos = i.worldPos;
  88. float2 appendResult226 = (float2(ase_worldPos.x , ase_worldPos.z));
  89. float simplePerlin2D228 = snoise( ( appendResult226 / _ColorNoiseSpread ) );
  90. float4 lerpResult231 = lerp( _DryColor , _HealthyColor , simplePerlin2D228);
  91. o.Albedo = ( tex2DNode3 * lerpResult231 ).rgb;
  92. float4 tex2DNode28 = tex2D( _MetalicRAOGSmothnessA, uv_MainTex );
  93. o.Metallic = ( tex2DNode28.r * _MetallicPower );
  94. o.Smoothness = ( tex2DNode28.a * _SmoothnessPower );
  95. float clampResult39 = clamp( tex2DNode28.g , ( 1.0 - _AmbientOcclusionPower ) , 1.0 );
  96. o.Occlusion = clampResult39;
  97. o.Alpha = 1;
  98. clip( tex2DNode3.a - _Cutoff );
  99. }
  100. ENDCG
  101. }
  102. Fallback "Diffuse"
  103. }