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- Shader "Universal Render Pipeline/Nature/SpeedTree7 Billboard"
- {
- Properties
- {
- _Color("Main Color", Color) = (1,1,1,1)
- _HueVariation("Hue Variation", Color) = (1.0,0.5,0.0,0.1)
- _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
- _BumpMap("Normal Map", 2D) = "bump" {}
- _Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
- [MaterialEnum(None,0,Fastest,1)] _WindQuality("Wind Quality", Range(0,1)) = 0
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "AlphaTest"
- "IgnoreProjector" = "True"
- "RenderType" = "TransparentCutout"
- "DisableBatching" = "LODFading"
- "RenderPipeline" = "UniversalPipeline"
- "UniversalMaterialType" = "SimpleLit"
- }
- LOD 400
-
- Pass
- {
- Name "ForwardLit"
- Tags { "LightMode" = "UniversalForward" }
-
- HLSLPROGRAM
-
- #pragma vertex SpeedTree7Vert
- #pragma fragment SpeedTree7Frag
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- #pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile _ _FORWARD_PLUS
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
- #pragma multi_compile __ LOD_FADE_CROSSFADE
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile_fog
- #pragma multi_compile_fragment _ DEBUG_DISPLAY
-
- #pragma shader_feature_local EFFECT_BUMP
- #pragma shader_feature_local EFFECT_HUE_VARIATION
-
- #define ENABLE_WIND
-
- #include "SpeedTree7BillboardInput.hlsl"
- #include "SpeedTree7BillboardPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "ShadowCaster"
- Tags{"LightMode" = "ShadowCaster"}
-
- ColorMask 0
-
- HLSLPROGRAM
-
- #pragma vertex SpeedTree7VertDepth
- #pragma fragment SpeedTree7FragDepth
-
- #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
- #pragma multi_compile __ LOD_FADE_CROSSFADE
-
- #define ENABLE_WIND
- #define DEPTH_ONLY
- #define SHADOW_CASTER
-
- #include "SpeedTree7BillboardInput.hlsl"
- #include "SpeedTree7BillboardPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "GBuffer"
- Tags{"LightMode" = "UniversalGBuffer"}
-
- HLSLPROGRAM
- #pragma target 4.5
-
- // Deferred Rendering Path does not support the OpenGL-based graphics API:
- // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
- #pragma exclude_renderers gles3 glcore
-
- #pragma vertex SpeedTree7Vert
- #pragma fragment SpeedTree7Frag
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
- //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
- #pragma multi_compile __ LOD_FADE_CROSSFADE
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
-
- #pragma shader_feature_local EFFECT_BUMP
- #pragma shader_feature_local EFFECT_HUE_VARIATION
-
- #define ENABLE_WIND
- #define GBUFFER
-
- #include "SpeedTree7BillboardInput.hlsl"
- #include "SpeedTree7BillboardPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthOnly"
- Tags{"LightMode" = "DepthOnly"}
-
- ColorMask R
-
- HLSLPROGRAM
-
- #pragma vertex SpeedTree7VertDepth
- #pragma fragment SpeedTree7FragDepth
-
- #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
- #pragma multi_compile __ LOD_FADE_CROSSFADE
-
- #define ENABLE_WIND
- #define DEPTH_ONLY
-
- #include "SpeedTree7BillboardInput.hlsl"
- #include "SpeedTree7BillboardPasses.hlsl"
-
- ENDHLSL
- }
-
- Pass
- {
- Name "DepthNormals"
- Tags{"LightMode" = "DepthNormals"}
-
- ColorMask R
-
- HLSLPROGRAM
-
- #pragma vertex SpeedTree7VertDepthNormalBillboard
- #pragma fragment SpeedTree7FragDepthNormalBillboard
-
- #pragma shader_feature_local EFFECT_BUMP
- #pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
- #pragma multi_compile __ LOD_FADE_CROSSFADE
-
- #define ENABLE_WIND
-
- #include "SpeedTree7BillboardInput.hlsl"
- #include "SpeedTree7BillboardPasses.hlsl"
-
- ENDHLSL
- }
- }
-
- FallBack "Hidden/Universal Render Pipeline/FallbackError"
- }
|