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454 lines
7.9 KiB
454 lines
7.9 KiB
3 years ago
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/SSAO Pro - High Precision Depth Map"
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{
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Properties
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{
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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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}
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Category
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{
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Fog { Mode Off }
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 depth : TEXCOORD0;
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};
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v2f vert(appdata_base v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = o.pos.zw;
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TransparentCutout" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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float3 norm : TEXCOORD2;
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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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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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uniform float4 _Color;
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float4 frag(v2f i) : COLOR
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{
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float4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a * _Color.a - _Cutoff);
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TreeBark" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma glsl_no_auto_normalization
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "TerrainEngine.cginc"
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 depth : TEXCOORD0;
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};
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v2f vert(appdata_full v)
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{
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v2f o;
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TreeVertBark(v);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.depth = o.pos.zw;
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TreeLeaf" }
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma glsl_no_auto_normalization
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "TerrainEngine.cginc"
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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float3 norm : TEXCOORD2;
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};
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v2f vert(appdata_full v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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float4 frag(v2f i) : COLOR
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{
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half alpha = tex2D(_MainTex, i.uv).a;
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clip(alpha - _Cutoff);
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TreeOpaque" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 depth : TEXCOORD0;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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};
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v2f vert(appdata v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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float4 frag(v2f i) : COLOR
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{
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TreeTransparentCutout" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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};
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v2f vert(appdata v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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float4 frag(v2f i) : COLOR
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{
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half alpha = tex2D(_MainTex, i.uv).a;
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clip(alpha - _Cutoff);
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return i.depth.x / i.depth.y;
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}
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ENDCG
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}
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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};
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v2f vert(appdata v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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float4 frag(v2f i) : COLOR
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{
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half alpha = tex2D(_MainTex, i.uv).a;
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clip(alpha - _Cutoff);
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="TreeBillboard" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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};
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v2f vert(appdata_tree_billboard v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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float4 frag(v2f i) : COLOR
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{
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float4 texcol = tex2D(_MainTex, i.uv);
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clip(texcol.a - 0.001);
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="GrassBillboard" }
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Pass
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{
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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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#pragma glsl_no_auto_normalization
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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};
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v2f vert(appdata_full v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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float4 frag(v2f i) : COLOR
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{
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float4 texcol = tex2D(_MainTex, i.uv);
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float alpha = texcol.a * i.color.a;
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clip(alpha - _Cutoff);
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return i.depth.x / i.depth.y;
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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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{
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Tags { "RenderType"="Grass" }
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Pass
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{
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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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{
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float2 depth : TEXCOORD1;
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};
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v2f vert(appdata_full v)
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{
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v2f 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.depth = o.pos.zw;
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return o;
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}
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uniform sampler2D _MainTex;
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uniform float _Cutoff;
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float4 frag(v2f i) : COLOR
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{
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float4 texcol = tex2D(_MainTex, i.uv);
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float alpha = texcol.a * i.color.a;
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clip(alpha - _Cutoff);
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return i.depth.x / i.depth.y;
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}
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ENDCG
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}
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}
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}
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Fallback Off
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}
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