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evermillion/Assets/Forst/CTI Runtime Components/CTI Runtime Components BIRP/Shaders/CTI_Debug.shader
2024-06-05 11:10:54 +08:00

148 lines
4.3 KiB
GLSL

Shader "CTI/BIRP/LOD Debug 301" {
Properties {
[IntRange] _Tangents ("Show tangents", Range (0, 1)) = 0
[Header(Visualize baked data)]
[Space(3)]
[Enum(RGB,0,Red (Phase),1,Green (Edge Flutter),2,Blue (Tumble Strength),3,Alpha (Ambient Occlusion),4)] _DebugMode ("Vertex Color Channels", Float) = 0
[Enum(None,0,Main Bending,1,Branch Bending,2,Branch Axis,3)] _DebugBending ("Bending", Float) = 0
_ColorMultiplier("Brighten Color Output", Range (0.1, 10.0)) = 1
_ColorContrast("Contrast Color Output", Range (1, 12.0)) = 1
[Header(Wind)]
[Space(3)]
_BaseWindMultipliers ("Wind Multipliers (XYZ)*", Vector) = (1,1,1,0)
[Header(Classic Wind Features)]
[Space(3)]
[Toggle(ENABLE_WIND)] _MainWind ("Disable main Wind", Float) = 0.0
[Toggle(EFFECT_BUMP)] _BranchWind ("Disable main Turbulence and Edge Flutter", Float) = 0.0
[Header(Custom Wind Feature)]
[Space(3)]
[Toggle(EFFECT_HUE_VARIATION)]
_LeafTumbling ("Disable Leaf Tumbling", Float) = 0.0
_TumbleStrength ("Tumble Strength", Range(-1,1)) = 0.1
_TumbleFrequency ("Tumble Frequency", Range(0,4)) = 1
_TimeOffset ("Time Offset", Range(0,2)) = 0.25
[Space(3)]
[Toggle(_EMISSION)]
_EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0.0
_LeafTurbulence ("Leaf Turbulence", Range(0,4)) = 0.2
_EdgeFlutterInfluence ("Edge Flutter Influence", Range(0,1)) = 0.25
[Space(3)]
[Toggle(GEOM_TYPE_LEAF)]
_EnableAdvancedEdgeBending ("Enable advanced Edge Flutter", Float) = 0.0
[CTI_AdvancedEdgeFluttering]
_AdvancedEdgeBending ("Strenght (X) Frequency (Y) ", Vector) = (0.1, 5, 0, 0)
[Space(5)]
[Toggle(_METALLICGLOSSMAP)]
_LODTerrain ("Use Wind from Script*", Float) = 0.0
[Space(10)]
[Header(Options for lowest LOD)]
[Space(3)]
[Toggle] _FadeOutWind ("Fade out Wind", Float) = 0.0
[Space(10)]
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Cutoff ("Cutoff", Range (0.0, 1)) = 0
}
SubShader {
Tags { "RenderType"="CTI-TreeLeafLOD"}
LOD 200
Cull Off
CGPROGRAM
#pragma surface surf Lambert vertex:CTI_TreeVertLeaf nolightmap alphatest:_Cutoff addshadow dithercrossfade
#pragma target 3.0
#pragma multi_compile LOD_FADE_CROSSFADE LOD_FADE_PERCENTAGE
// Use Wind from Script
#pragma shader_feature _METALLICGLOSSMAP
// LeafTurbulence
#pragma shader_feature _EMISSION
// AdvancedEdgeBending
#pragma shader_feature GEOM_TYPE_LEAF
#define USE_VFACE
#define DEBUG
#define LEAFTUMBLING
#define IS_LODTREE
// We use Speed Tree keywords here to safe overall number of used ones
// disable main bending
#pragma shader_feature ENABLE_WIND
// disable branch bending
#pragma shader_feature EFFECT_BUMP
// disable leaf tumbling
#pragma shader_feature EFFECT_HUE_VARIATION
// #include "UnityBuiltin3xTreeLibrary.cginc" // We can not do this as we want instancing
#include "Includes/CTI_Builtin4xTreeLibraryTumbling_301.cginc"
sampler2D _MainTex;
float _DebugMode;
float _DebugBending;
float _ColorMultiplier;
float _ColorContrast;
void surf (Input IN, inout SurfaceOutput o) {
#if UNITY_VERSION < 2017
UNITY_APPLY_DITHER_CROSSFADE(IN)
#endif
fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
IN.color.rgba *= _ColorMultiplier;
IN.my_uv2 *= _ColorMultiplier;
IN.color.rgba = pow(IN.color.rgba, _ColorContrast);
IN.my_uv2 = pow(IN.my_uv2, _ColorContrast);
o.Albedo = 0;
if (_DebugMode == 0) {
o.Emission = IN.color.rgb;
}
if (_DebugMode == 1) {
o.Emission = half3(IN.color.r, 0, 0);
}
if (_DebugMode == 2) {
o.Emission = half3(0, IN.color.g, 0);
}
if (_DebugMode == 3) {
o.Emission = half3(0, 0, IN.color.b);
}
if (_DebugMode == 4) {
o.Emission = half3(IN.color.a, IN.color.a, IN.color.a);
}
if (_DebugBending == 1) {
o.Emission = half3(IN.my_uv2.x, IN.my_uv2.x, IN.my_uv2.x);
}
if (_DebugBending == 2) {
o.Emission = half3(IN.my_uv2.y, IN.my_uv2.y, IN.my_uv2.y);
}
if (_DebugBending == 3) {
//o.Albedo = (IN.my_uv3.z, IN.my_uv3.z, IN.my_uv3.z);
float3 branchAxis1;
branchAxis1 = frac(IN.my_uv3.xyz * float3(1.0, 256.0f, 65536.0f) );
o.Emission = branchAxis1;
}
if (_Tangents == 1) {
o.Emission = IN.my_uv3.xyz * 0.5 + 0.5;
}
o.Specular = 0;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}