NLDClient-yudde/ProjectNLD/Assets/Code/Shaders/Others/tree_transparent.shader

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Shader "Tree/transparent"
{
Properties
{
[Header(Main map)]
_MainTex ("Main Map", 2D) = "white" {}
_BaseTint("Base Tint", color) = (1,1,1,1)
//[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 1
[Header(Shadow)]
//_ShadowRange("Shadow Range",float) = 1
_ShadowColor("Shadow Color",color) = (1,1,1,1)
_Ramp("Ramp", 2D) = "white" {}
}
SubShader
{
Tags
{
"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent"
}
pass
{
name "Base"
Blend SrcAlpha OneMinusSrcAlpha
Tags
{
"LightMode" = "UniversalForward"
}
Cull Back
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
//#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile_instancing
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
//half _ShadowRange;
half4 _ShadowColor;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_Ramp);
SAMPLER(sampler_Ramp);
half4 _MainTex_ST;
half4 _BaseTint;
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
//float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD1;
float3 normalWS : TEXCOORD2;
// float3 tangentWS : TEXCOORD3;
// float3 bitangentWS : TEXCOORD4;
float3 positionWS : TEXCOORD5;
float4 positionCS : SV_POSITION;
//float4 shadowCoord : TEXCOORD6;
};
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
//Get functions will include WS CS ..... variables
VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS);
output.positionWS = positionInputs.positionWS;
output.positionCS = positionInputs.positionCS;
//get normals
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS);
output.normalWS = vertexNormalInput.normalWS;
// output.tangentWS = vertexNormalInput.tangentWS;
// output.bitangentWS = vertexNormalInput.bitangentWS;
output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
//output.shadowCoord = GetShadowCoord(positionInputs);
return output;
}
float4 frag(Varyings input) : SV_Target
{
// #if _MAIN_LIGHT_SHADOWS || _MAIN_LIGHT_SHADOWS_CASCADE
// Light mainLight = GetMainLight(input.shadowCoord);
// #else
Light mainLight = GetMainLight();
//#endif
float3 N = normalize(input.normalWS);
float3 L = normalize(mainLight.direction);
//light
half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv) * _BaseTint;
half halfLambert = (dot(N, L) * 0.5 + 0.5);
half ramp = SAMPLE_TEXTURE2D(_Ramp, sampler_Ramp, float2(halfLambert,halfLambert));
half3 diffuse = ramp * baseColor.rgb * mainLight.color.rgb;
half3 shadowColor = _ShadowColor * diffuse;
half lightPart = step(0.7, ramp);
half3 finalColor = lerp(shadowColor, diffuse, lightPart);
float4 col = float4(finalColor, baseColor.a);
return col;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile_instancing
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
float3 _LightDirection;
float3 _LightPosition;
struct AttributesLean
{
float4 position : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsLean
{
float4 clipPos : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsLean ShadowPassVertex(AttributesLean v)
{
VaryingsLean o = (VaryingsLean)0;
UNITY_SETUP_INSTANCE_ID(v);
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
o.clipPos = clipPos;
o.texcoord = v.texcoord;
return o;
}
half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
{
return 0;
}
ENDHLSL
}
}
}