168 lines
5.0 KiB
Plaintext
168 lines
5.0 KiB
Plaintext
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Hidden/Amazing Assets/Curved World/TerrainEngine/#BEND_NAME_SMALL# ID #ID#/Details/UniversalPipeline/BillboardWavingDoublePass/"
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{
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Properties
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{
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_WavingTint ("Fade Color", Color) = (.7,.6,.5, 0)
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_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
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_WaveAndDistance ("Wave and distance", Vector) = (12, 3.6, 1, 1)
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_Cutoff ("Cutoff", float) = 0.5
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}
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SubShader
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{
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Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }//"DisableBatching"="True"
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Cull Off
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LOD 200
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AlphaTest Greater [_Cutoff]
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ColorMask RGB
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Pass
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{
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex WavingGrassBillboardVert
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#pragma fragment LitPassFragmentGrass
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#define _ALPHATEST_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#include "../WavingGrassPasses.hlsl"
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#define _ALPHATEST_ON
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#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassInput.hlsl"
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#include "../WavingGrassPasses.hlsl"
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ENDHLSL
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}
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//PassName "ScenePickingPass"
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode" = "Picking" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragScenePickingPass
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#include "../../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "ScenePickingPass"
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//PassName "SceneSelectionPass"
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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#define CURVEDWORLD_BEND_TYPE_#BEND_NAME_BIG#
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#define CURVEDWORLD_BEND_ID_#ID#
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#include "../../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "SceneSelectionPass"
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}
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}
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