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