133 lines
6.8 KiB
GLSL
133 lines
6.8 KiB
GLSL
Shader "NatureManufacture/HDRP/Foliage/Bark" {
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Properties {
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_TrunkBaseColor ("Trunk Base Color", Vector) = (1,1,1,0)
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[NoScaleOffset] _TrunkBaseColorMap ("Trunk Base Map", 2D) = "white" {}
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_TrunkTilingOffset ("Trunk Tiling and Offset", Vector) = (1,1,0,0)
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[NoScaleOffset] [Normal] _TrunkNormalMap ("Trunk Normal Map", 2D) = "bump" {}
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_TrunkNormalScale ("Trunk Normal Scale", Range(0, 8)) = 1
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[NoScaleOffset] _TrunkMaskMap ("Trunk Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {}
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_TrunkMetallic ("Trunk Metallic", Range(0, 1)) = 1
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_TrunkAORemapMin ("Trunk AO Remap Min", Range(0, 1)) = 0
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_TrunkAORemapMax ("Trunk AO Remap Max", Range(0, 1)) = 1
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_TrunkSmoothnessRemapMin ("Trunk Smoothness Remap Min", Range(0, 1)) = 0
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_TrunkSmoothnessRemapMax ("Trunk Smoothness Remap Max", Range(0, 1)) = 1
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[NoScaleOffset] _LayerMask ("Bark Blend Mask(A)", 2D) = "black" {}
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_BarkBlendMaskTilingOffset ("Bark Blend Mask Tiling Offset", Vector) = (1,1,0,0)
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_BarkBaseColor ("Bark Base Color", Vector) = (1,1,1,0)
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[NoScaleOffset] _BarkBaseColorMap ("Bark Base Map", 2D) = "white" {}
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[ToggleUI] _BarkUseUV3 ("Bark Use UV3", Float) = 1
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_BarkTilingOffset ("Bark Tiling and Offset", Vector) = (1,1,0,0)
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[NoScaleOffset] [Normal] _BarkNormalMap ("Bark Normal Map", 2D) = "bump" {}
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_BarkNormalScale ("Bark Normal Scale", Range(0, 8)) = 1
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[NoScaleOffset] _BarkMaskMap ("Bark Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {}
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_BarkMetallic ("Bark Metallic", Range(0, 1)) = 1
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_BarkSmoothnessRemapMin ("Bark Smoothness Remap Min", Range(0, 1)) = 0
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_BarkSmoothnessRemapMax ("Bark Smoothness Remap Max", Range(0, 1)) = 1
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_BarkAORemapMin ("Bark AO Remap Min", Range(0, 1)) = 0
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_BarkAORemapMax ("Bark AO Remap Max", Range(0, 1)) = 1
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_Stiffness ("Wind Stiffness", Float) = 1
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_InitialBend ("Wind Initial Bend", Float) = 0
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_Drag ("Wind Drag", Float) = 1
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_HeightDrag ("Wind Drag Height Offset", Float) = 0
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_NewNormal ("Mesh Normal Multiply", Vector) = (0,0,0,0)
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[HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1)
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[HideInInspector] _RenderQueueType ("Float", Float) = 1
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[ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0
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[HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0
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[ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 0
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[Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2
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[HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0)
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[Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _PerPixelSorting ("Boolean", Float) = 0
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[HideInInspector] _SurfaceType ("Float", Float) = 0
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[HideInInspector] _BlendMode ("Float", Float) = 0
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[HideInInspector] _SrcBlend ("Float", Float) = 1
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[HideInInspector] _DstBlend ("Float", Float) = 0
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[HideInInspector] _DstBlend2 ("Float", Float) = 0
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[HideInInspector] _AlphaSrcBlend ("Float", Float) = 1
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[HideInInspector] _AlphaDstBlend ("Float", Float) = 0
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[ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0
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[HideInInspector] _CullMode ("Float", Float) = 2
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[ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1
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[HideInInspector] _CullModeForward ("Float", Float) = 2
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[Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2
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[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2
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[HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3
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[Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4
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[ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0
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[ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1
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[ToggleUI] [HideInInspector] _ExcludeFromTUAndAA ("Boolean", Float) = 0
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[HideInInspector] _StencilRef ("Float", Float) = 0
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[HideInInspector] _StencilWriteMask ("Float", Float) = 6
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[HideInInspector] _StencilRefDepth ("Float", Float) = 8
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[HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9
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[HideInInspector] _StencilRefMV ("Float", Float) = 40
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[HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41
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[HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4
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[HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4
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[HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15
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[HideInInspector] _StencilRefGBuffer ("Float", Float) = 10
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[HideInInspector] _ZTestGBuffer ("Float", Float) = 4
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[ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0
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[Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", Float) = 0
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[Enum(Standard, 1)] [HideInInspector] _MaterialID ("_MaterialID", Float) = 1
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[HideInInspector] _MaterialTypeMask ("_MaterialTypeMask", Float) = 2
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[ToggleUI] [HideInInspector] _TransmissionEnable ("Boolean", Float) = 1
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[HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {}
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}
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//DummyShaderTextExporter
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SubShader{
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Tags { "RenderType" = "Opaque" }
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LOD 200
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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float4x4 unity_ObjectToWorld;
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float4x4 unity_MatrixVP;
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struct Vertex_Stage_Input
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{
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float4 pos : POSITION;
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};
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struct Vertex_Stage_Output
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{
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float4 pos : SV_POSITION;
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};
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Vertex_Stage_Output vert(Vertex_Stage_Input input)
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{
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Vertex_Stage_Output output;
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output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos));
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return output;
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}
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float4 frag(Vertex_Stage_Output input) : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0); // RGBA
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}
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ENDHLSL
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}
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}
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Fallback "Hidden/Shader Graph/FallbackError"
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//CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
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} |