2024-07-29 14:23:35 +03:00

696 lines
26 KiB
Plaintext

Shader "Hidden/AI BILLBOARD"
{
Properties
{
[HideInInspector]
[NoScaleOffset]_Albedo("Albedo & Alpha", 2D) = "white" {}
[HideInInspector]
[NoScaleOffset]_Normals("Normals & Depth", 2D) = "white" {}
[HideInInspector]
[NoScaleOffset]_Specular("Specular & Smoothness", 2D) = "black" {}
[HideInInspector]
[NoScaleOffset]_Emission("Emission & Occlusion", 2D) = "black" {}
[HideInInspector]
[HideInInspector]_Frames("Frames", Float) = 16
[HideInInspector]_ImpostorSize("Impostor Size", Float) = 1
[HideInInspector]_Offset("Offset", Vector) = (0,0,0,0)
[HideInInspector]
_TextureBias("Texture Bias", Float) = -1
[HideInInspector]
_Parallax("Parallax", Range( -1 , 1)) = 1
[HideInInspector]_DepthSize("DepthSize", Float) = 1
[HideInInspector]
_ClipMask("Clip", Range( 0 , 1)) = 0.5
[HideInInspector]
_ShadowBias("Shadow Bias", Range( 0 , 2)) = 0.25
[HideInInspector]
[Toggle(_HEMI_ON)] _Hemi("Hemi", Float) = 0
[HideInInspector]
[Toggle(EFFECT_HUE_VARIATION)] _Hue("Use SpeedTree Hue", Float) = 0
[HideInInspector]
_HueVariation("Hue Variation", Color) = (0,0,0,0)
}
SubShader
{
CGINCLUDE
#pragma target 3.0
#define UNITY_SAMPLE_FULL_SH_PER_PIXEL 1
ENDCG
Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="True" }
Cull Back
Pass
{
ZWrite On
Name "ForwardBase"
Tags { "LightMode"="ForwardBase" }
CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#pragma multi_compile_instancing
#pragma multi_compile __ LOD_FADE_CROSSFADE
#include "HLSLSupport.cginc"
#if !defined( UNITY_INSTANCED_LOD_FADE )
#define UNITY_INSTANCED_LOD_FADE
#endif
#if !defined( UNITY_INSTANCED_SH )
#define UNITY_INSTANCED_SH
#endif
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#ifndef UNITY_PASS_FORWARDBASE
#define UNITY_PASS_FORWARDBASE
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#include "UnityStandardUtils.cginc"
#include "AIBillboard.cginc"
#pragma shader_feature _HEMI_ON
#pragma shader_feature EFFECT_HUE_VARIATION
struct v2f_surf {
UNITY_POSITION(pos);
#ifndef LIGHTMAP_ON
#if SHADER_TARGET >= 30
float4 lmap : TEXCOORD1;
#endif
#if UNITY_SHOULD_SAMPLE_SH
half3 sh : TEXCOORD2;
#endif
#endif
#ifdef LIGHTMAP_ON
float4 lmap : TEXCOORD1;
#endif
float4 uvsFrame1 : TEXCOORD5;
float4 uvsFrame2 : TEXCOORD6;
float4 uvsFrame3 : TEXCOORD7;
float4 octaFrame : TEXCOORD8;
float4 viewPos : TEXCOORD9;
UNITY_SHADOW_COORDS(3)
UNITY_FOG_COORDS(4)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_surf vert_surf (appdata_full v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
OctaImpostorVertex( v, o.uvsFrame1, o.uvsFrame2, o.uvsFrame3, o.octaFrame, o.viewPos );
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
#ifdef DYNAMICLIGHTMAP_ON
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
#ifdef VERTEXLIGHT_ON
o.sh += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPos, worldNormal);
#endif
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag_surf (v2f_surf IN, out float outDepth : SV_Depth ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandardSpecular o;
#endif
float4 clipPos;
float3 worldPos;
OctaImpostorFragment( o, clipPos, worldPos, IN.uvsFrame1, IN.uvsFrame2, IN.uvsFrame3, IN.octaFrame, IN.viewPos );
outDepth = clipPos.z;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
IN.pos = clipPos;
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
#endif
#if UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingStandardSpecular_GI(o, giInput, gi);
c += LightingStandardSpecular (o, worldViewDir, gi);
c.rgb += o.Emission;
//UNITY_TRANSFER_FOG(IN,IN.pos);
UNITY_APPLY_FOG(IN.fogCoord, c);
return c;
}
ENDCG
}
Pass
{
Name "ForwardAdd"
Tags { "LightMode"="ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile_fwdadd_fullshadows
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma skip_variants INSTANCING_ON
#include "HLSLSupport.cginc"
#if !defined( UNITY_INSTANCED_LOD_FADE )
#define UNITY_INSTANCED_LOD_FADE
#endif
#if !defined( UNITY_INSTANCED_SH )
#define UNITY_INSTANCED_SH
#endif
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#ifndef UNITY_PASS_FORWARDADD
#define UNITY_PASS_FORWARDADD
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#include "UnityStandardUtils.cginc"
#include "AIBillboard.cginc"
#pragma shader_feature _HEMI_ON
#pragma shader_feature EFFECT_HUE_VARIATION
struct v2f_surf {
UNITY_POSITION(pos);
UNITY_SHADOW_COORDS(1)
UNITY_FOG_COORDS(2)
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 uvsFrame1 : TEXCOORD5;
float4 uvsFrame2 : TEXCOORD6;
float4 uvsFrame3 : TEXCOORD7;
float4 octaFrame : TEXCOORD8;
float4 viewPos : TEXCOORD9;
};
v2f_surf vert_surf (appdata_full v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
OctaImpostorVertex( v, o.uvsFrame1, o.uvsFrame2, o.uvsFrame3, o.octaFrame, o.viewPos );
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
UNITY_TRANSFER_FOG(o,o.pos);
return o;
}
fixed4 frag_surf (v2f_surf IN, out float outDepth : SV_Depth ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandardSpecular o;
#endif
float4 clipPos;
float3 worldPos;
OctaImpostorFragment( o, clipPos, worldPos, IN.uvsFrame1, IN.uvsFrame2, IN.uvsFrame3, IN.octaFrame, IN.viewPos );
outDepth = clipPos.z;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
IN.pos = clipPos;
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
fixed4 c = 0;
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
gi.light.color *= atten;
c += LightingStandardSpecular (o, worldViewDir, gi);
//UNITY_TRANSFER_FOG(IN,IN.pos);
UNITY_APPLY_FOG(IN.fogCoord, c);
return c;
}
ENDCG
}
Pass
{
Name "Deferred"
Tags { "LightMode"="Deferred" }
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma multi_compile __ LOD_FADE_CROSSFADE
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal
#include "HLSLSupport.cginc"
#if !defined( UNITY_INSTANCED_LOD_FADE )
#define UNITY_INSTANCED_LOD_FADE
#endif
#if !defined( UNITY_INSTANCED_SH )
#define UNITY_INSTANCED_SH
#endif
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#ifndef UNITY_PASS_DEFERRED
#define UNITY_PASS_DEFERRED
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "AIBillboard.cginc"
#pragma shader_feature _HEMI_ON
#pragma shader_feature EFFECT_HUE_VARIATION
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;
struct v2f_surf {
UNITY_POSITION(pos);
#ifndef DIRLIGHTMAP_OFF
half3 viewDir : TEXCOORD1;
#endif
float4 lmap : TEXCOORD2;
#ifndef LIGHTMAP_ON
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
half3 sh : TEXCOORD3;
#endif
#else
#ifdef DIRLIGHTMAP_OFF
float4 lmapFadePos : TEXCOORD4;
#endif
#endif
float4 uvsFrame1 : TEXCOORD5;
float4 uvsFrame2 : TEXCOORD6;
float4 uvsFrame3 : TEXCOORD7;
float4 octaFrame : TEXCOORD8;
float4 viewPos : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f_surf vert_surf (appdata_full v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
OctaImpostorVertex( v, o.uvsFrame1, o.uvsFrame2, o.uvsFrame3, o.octaFrame, o.viewPos );
o.pos = UnityObjectToClipPos(v.vertex);
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
#ifndef DIRLIGHTMAP_OFF
o.viewDir = viewDirForLight;
#endif
#ifdef DYNAMICLIGHTMAP_ON
o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#else
o.lmap.zw = 0;
#endif
#ifdef LIGHTMAP_ON
o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#ifdef DIRLIGHTMAP_OFF
o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
#endif
#else
o.lmap.xy = 0;
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
o.sh = 0;
o.sh = ShadeSHPerVertex (worldNormal, o.sh);
#endif
#endif
return o;
}
void frag_surf (v2f_surf IN , out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
, out half4 outShadowMask : SV_Target4
#endif
, out float outDepth : SV_Depth
) {
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandardSpecular o;
#endif
float4 clipPos;
float3 worldPos;
OctaImpostorFragment( o, clipPos, worldPos, IN.uvsFrame1, IN.uvsFrame2, IN.uvsFrame3, IN.octaFrame, IN.viewPos );
outDepth = clipPos.z;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
IN.pos = clipPos;
half atten = 1;
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = 0;
gi.light.dir = half3(0,1,0);
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.lightmapUV = IN.lmap;
#else
giInput.lightmapUV = 0.0;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = IN.sh;
#else
giInput.ambient.rgb = 0.0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin;
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
LightingStandardSpecular_GI(o, giInput, gi);
outEmission = LightingStandardSpecular_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
#endif
#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif
}
ENDCG
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma skip_variants INSTANCING_ON
#pragma shader_feature EDITOR_VISUALIZATION
//#pragma multi_compile_instancing
#include "HLSLSupport.cginc"
#if !defined( UNITY_INSTANCED_LOD_FADE )
#define UNITY_INSTANCED_LOD_FADE
#endif
#if !defined( UNITY_INSTANCED_SH )
#define UNITY_INSTANCED_SH
#endif
#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
#define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#ifndef UNITY_PASS_META
#define UNITY_PASS_META
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityMetaPass.cginc"
#include "AIBillboard.cginc"
#pragma shader_feature _HEMI_ON
#pragma shader_feature EFFECT_HUE_VARIATION
struct v2f_surf {
UNITY_POSITION(pos);
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 uvsFrame1 : TEXCOORD5;
float4 uvsFrame2 : TEXCOORD6;
float4 uvsFrame3 : TEXCOORD7;
float4 octaFrame : TEXCOORD8;
float4 viewPos : TEXCOORD9;
};
v2f_surf vert_surf (appdata_full v ) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
OctaImpostorVertex( v, o.uvsFrame1, o.uvsFrame2, o.uvsFrame3, o.octaFrame, o.viewPos );
o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
return o;
}
fixed4 frag_surf (v2f_surf IN, out float outDepth : SV_Depth ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandardSpecular o;
#endif
float4 clipPos;
float3 worldPos;
OctaImpostorFragment( o, clipPos, worldPos, IN.uvsFrame1, IN.uvsFrame2, IN.uvsFrame3, IN.octaFrame, IN.viewPos );
outDepth = clipPos.z;
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
IN.pos = clipPos;
UnityMetaInput metaIN;
UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
metaIN.Albedo = o.Albedo;
metaIN.Emission = o.Emission;
return UnityMetaFragment(metaIN);
}
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_shadowcaster
#pragma multi_compile __ LOD_FADE_CROSSFADE
#ifndef UNITY_PASS_SHADOWCASTER
#define UNITY_PASS_SHADOWCASTER
#endif
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_instancing
#include "HLSLSupport.cginc"
#if !defined( UNITY_INSTANCED_LOD_FADE )
#define UNITY_INSTANCED_LOD_FADE
#endif
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "AIBillboard.cginc"
#pragma shader_feature _HEMI_ON
#pragma shader_feature EFFECT_HUE_VARIATION
struct v2f_surf {
V2F_SHADOW_CASTER;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
float4 uvsFrame1 : TEXCOORD5;
float4 uvsFrame2 : TEXCOORD6;
float4 uvsFrame3 : TEXCOORD7;
float4 octaFrame : TEXCOORD8;
float4 viewPos : TEXCOORD9;
};
v2f_surf vert_surf (appdata_full v) {
UNITY_SETUP_INSTANCE_ID(v);
v2f_surf o;
UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
UNITY_TRANSFER_INSTANCE_ID(v,o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
OctaImpostorVertex( v, o.uvsFrame1, o.uvsFrame2, o.uvsFrame3, o.octaFrame, o.viewPos );
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
fixed4 frag_surf (v2f_surf IN, out float outDepth : SV_Depth ) : SV_Target {
UNITY_SETUP_INSTANCE_ID(IN);
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
#else
SurfaceOutputStandardSpecular o;
#endif
float4 clipPos;
float3 worldPos;
OctaImpostorFragment( o, clipPos, worldPos, IN.uvsFrame1, IN.uvsFrame2, IN.uvsFrame3, IN.octaFrame, IN.viewPos );
outDepth = clipPos.z;
UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
IN.pos = clipPos;
SHADOW_CASTER_FRAGMENT(IN)
}
ENDCG
}
}
Fallback "Diffuse"
}