Created
April 24, 2020 01:46
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Shader "Custom/PlantShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "gray" {} | |
_Ambience("Ambience", Float) = 1 | |
} | |
SubShader | |
{ | |
//Tags { "Queue" = "AlphaTest" "RenderType" = "Transparent" } | |
Tags{ "Queue" = "Transparent" "RenderType" = "TransparentCutout" } | |
Blend SrcAlpha OneMinusSrcAlpha | |
LOD 200 | |
ZWrite Off | |
Pass | |
{ | |
//Cull Front | |
Cull Off | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#pragma target 5.0 | |
#include "UnityCG.cginc" | |
#include "Lighting.cginc" | |
// make fog work | |
#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap multi_compile_fog | |
// shadow helper functions and macros | |
#include "AutoLight.cginc" | |
struct VertexData { | |
float3 Vertex; | |
float2 UV; | |
float3 Normal; | |
}; | |
uniform StructuredBuffer<VertexData> _Vertex; | |
float _Ambience; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
//UNITY_FOG_COORDS(1) | |
SHADOW_COORDS(2) // put shadows data into TEXCOORD1 | |
float4 pos : SV_POSITION; | |
fixed3 diff : COLOR0; | |
fixed3 ambient : COLOR1; | |
fixed3 diff_rev : COLOR2; | |
fixed3 ambient_rev : COLOR3; | |
float4 worldPos : TEXCOORD3; | |
half3 worldNormal : NORMAL; | |
half3 worldNormal_rev : NORMAL1; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert(uint id : SV_VertexID) | |
{ | |
v2f o; | |
float4 in_v = float4(_Vertex[id].Vertex, 1); | |
o.pos = UnityObjectToClipPos(in_v); | |
o.uv = TRANSFORM_TEX(_Vertex[id].UV, _MainTex); | |
//UNITY_TRANSFER_FOG(o, o.pos); | |
o.worldPos = mul(unity_ObjectToWorld, in_v); | |
half3 worldNorm = UnityObjectToWorldNormal(_Vertex[id].Normal);; | |
// diffuse and ambient lighting. | |
half nl = max(0, dot(-worldNorm, _WorldSpaceLightPos0.xyz)); | |
o.diff = nl * _LightColor0.rgb; | |
o.ambient = ShadeSH9(half4(-worldNorm, 1)) + _Ambience; | |
o.worldNormal = -worldNorm; | |
nl = max(0, dot(worldNorm, _WorldSpaceLightPos0.xyz)); | |
o.diff_rev = nl * _LightColor0.rgb; | |
o.ambient_rev = ShadeSH9(half4(worldNorm, 1)) + _Ambience; | |
o.worldNormal_rev = worldNorm; | |
// compute shadows data | |
TRANSFER_SHADOW(o) | |
return o; | |
} | |
fixed4 frag(v2f i, half facing : VFACE) : SV_Target | |
{ | |
// sample the texture | |
//fixed4 col = fixed4(0.5, 0.5, 0.5, 0.5);//tex2D(_MainTex, i.uv); | |
fixed4 col = tex2D(_MainTex, i.uv); | |
fixed3 diff = i.diff; | |
fixed3 ambient = i.ambient; | |
half3 normal = i.worldNormal; | |
if (facing < 0.5) { | |
normal = i.worldNormal_rev; | |
diff = i.diff_rev; | |
ambient = i.ambient_rev; | |
} | |
// compute shadow attenuation (1.0 = fully lit, 0.0 = fully shadowed) | |
fixed shadow = SHADOW_ATTENUATION(i); | |
// darken light's illumination with shadow, keep ambient intact | |
fixed3 lighting = diff * shadow + ambient; | |
col.rgb *= lighting; | |
// apply fog | |
//UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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