// Based on builtin Internal-DepthNormalsTexture.shader // EncodeDepthNormal() is replaced with custom Output() function Shader "Hidden/UberReplacement" { Properties { _MainTex ("", 2D) = "white" {} _Cutoff ("", Float) = 0.5 _Color ("", Color) = (1,1,1,1) _ObjectColor ("Object Color", Color) = (1,1,1,1) _CategoryColor ("Category Color", Color) = (0,1,0,1) _LayerNumber ("Layer Number", int) = -1 } SubShader { CGINCLUDE fixed4 _ObjectColor; fixed4 _CategoryColor; int _LayerNumber; int _OutputMode; // remap depth: [0 @ eye .. 1 @ far] => [0 @ near .. 1 @ far] inline float Linear01FromEyeToLinear01FromNear(float depth01) { float near = _ProjectionParams.y; float far = _ProjectionParams.z; return (depth01 - near/far) * (1 + near/far); } float4 Output(float depth01, float3 normal) { if (_OutputMode == 0) // ObjectId { return _ObjectColor; } else if (_OutputMode == 1) // CategoryId { return _CategoryColor; } else if (_OutputMode == 2) // DepthCompressed { float linearZFromNear = Linear01FromEyeToLinear01FromNear(depth01); float k = 0.25; // compression factor return pow(linearZFromNear, k); } else if (_OutputMode == 3) // Layers { return float4(_LayerNumber / 100.0, 0.0, 0.0, 1); } // unsupported _OutputMode return float4(1, 0.5, 0.5, 1); } ENDCG // Support for different RenderTypes // The following code is based on builtin Internal-DepthNormalsTexture.shader Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float4 nz : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_base v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } fixed4 frag(v2f i) : SV_Target { return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TransparentCutout" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _MainTex_ST; v2f vert( appdata_base v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; uniform fixed4 _Color; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a*_Color.a - _Cutoff ); return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TreeBark" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityBuiltin3xTreeLibrary.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertBark(v); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } fixed4 frag( v2f i ) : SV_Target { return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TreeLeaf" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityBuiltin3xTreeLibrary.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert( appdata_full v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TreeVertLeaf(v); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; fixed4 frag( v2f i ) : SV_Target { half alpha = tex2D(_MainTex, i.uv).a; clip (alpha - _Cutoff); return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; float4 nz : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainAnimateTree(v.vertex, v.color.w); o.pos = UnityObjectToClipPos(v.vertex); o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } fixed4 frag(v2f i) : SV_Target { return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" } Pass { Cull Back CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainAnimateTree(v.vertex, v.color.w); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; fixed4 frag(v2f i) : SV_Target { half alpha = tex2D(_MainTex, i.uv).a; clip (alpha - _Cutoff); return Output (i.nz.w, i.nz.xyz); } ENDCG } Pass { Cull Front CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; fixed4 color : COLOR; float4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; v2f vert( appdata v ) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainAnimateTree(v.vertex, v.color.w); o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.nz.xyz = -COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a - _Cutoff ); return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="TreeBillboard" } Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_tree_billboard v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); o.pos = UnityObjectToClipPos(v.vertex); o.uv.x = v.texcoord.x; o.uv.y = v.texcoord.y > 0; o.nz.xyz = float3(0,0,1); o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); clip( texcol.a - 0.001 ); return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="GrassBillboard" } Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_full v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); WavingGrassBillboardVert (v); o.color = v.color; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); fixed alpha = texcol.a * i.color.a; clip( alpha - _Cutoff ); return Output (i.nz.w, i.nz.xyz); } ENDCG } } SubShader { Tags { "RenderType"="Grass" } Pass { Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "TerrainEngine.cginc" struct v2f { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 uv : TEXCOORD0; float4 nz : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_full v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); WavingGrassVert (v); o.color = v.color; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord; o.nz.xyz = COMPUTE_VIEW_NORMAL; o.nz.w = COMPUTE_DEPTH_01; return o; } uniform sampler2D _MainTex; uniform fixed _Cutoff; fixed4 frag(v2f i) : SV_Target { fixed4 texcol = tex2D( _MainTex, i.uv ); fixed alpha = texcol.a * i.color.a; clip( alpha - _Cutoff ); return Output (i.nz.w, i.nz.xyz); } ENDCG } } Fallback Off }