304 lines
10 KiB
HLSL
304 lines
10 KiB
HLSL
#ifndef UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
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#define UNIVERSAL_WAVING_GRASS_PASSES_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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struct GrassVertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GrassVertexOutput
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{
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float2 uv : TEXCOORD0;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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float4 posWSShininess : TEXCOORD2; // xyz: posWS, w: Shininess * 128
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half3 normal : TEXCOORD3;
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half3 viewDir : TEXCOORD4;
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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half4 color : TEXCOORD7;
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#ifdef USE_APV_PROBE_OCCLUSION
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float4 probeOcclusion : TEXCOORD8;
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#endif
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(GrassVertexOutput input, out InputData inputData)
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{
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inputData = (InputData)0;
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inputData.positionWS = input.posWSShininess.xyz;
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inputData.positionCS = input.clipPos;
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half3 viewDirWS = input.viewDir;
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viewDirWS = SafeNormalize(viewDirWS);
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inputData.normalWS = NormalizeNormalPerPixel(input.normal);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#if defined(_FOG_FRAGMENT)
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float clipZ = input.clipPos.z;
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#if !UNITY_REVERSED_Z
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clipZ = lerp(UNITY_NEAR_CLIP_VALUE, 1, clipZ); // OpenGL NDC, -1 < z < 1
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#endif
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clipZ *= input.clipPos.w;
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inputData.fogCoord = ComputeFogFactor(clipZ);
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#else
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inputData.fogCoord = input.fogFactorAndVertexLight.x;
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#endif
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, NOT_USED, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
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#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
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inputData.bakedGI = SAMPLE_GI(input.vertexSH,
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GetAbsolutePositionWS(inputData.positionWS),
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inputData.normalWS,
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inputData.viewDirectionWS,
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input.clipPos.xy,
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input.probeOcclusion,
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inputData.shadowMask);
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#else
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inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUV);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.staticLightmapUV = input.lightmapUV;
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#elif defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.lightmapUV;
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#else
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inputData.vertexSH = input.vertexSH;
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#endif
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#if defined(USE_APV_PROBE_OCCLUSION)
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inputData.probeOcclusion = input.probeOcclusion;
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#endif
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#endif
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}
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void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData)
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{
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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vertData.uv = input.texcoord;
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vertData.posWSShininess.xyz = vertexInput.positionWS;
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vertData.posWSShininess.w = 32;
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vertData.clipPos = vertexInput.positionCS;
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vertData.viewDir = GetCameraPositionWS() - vertexInput.positionWS;
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vertData.viewDir = SafeNormalize(vertData.viewDir);
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vertData.normal = TransformObjectToWorldNormal(input.normal);
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// We either sample GI from lightmap or SH.
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// Lightmap UV and vertex SH coefficients use the same interpolator ("float2 lightmapUV" for lightmap or "half3 vertexSH" for SH)
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// see DECLARE_LIGHTMAP_OR_SH macro.
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// The following funcions initialize the correct variable with correct data
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, vertData.lightmapUV);
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OUTPUT_SH4(vertexInput.positionWS, vertData.normal.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), vertData.vertexSH, vertData.probeOcclusion);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, vertData.normal.xyz);
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#if defined(_FOG_FRAGMENT)
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half fogFactor = 0;
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#else
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half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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vertData.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Grass: appdata_full usage
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// color - .xyz = color, .w = wave scale
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// normal - normal
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// tangent.xy - billboard extrusion
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// texcoord - UV coords
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// texcoord1 - 2nd UV coords
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GrassVertexOutput WavingGrassVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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float waveAmount = v.color.a * _WaveAndDistance.z;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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GrassVertexOutput WavingGrassBillboardVert(GrassVertexInput v)
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{
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GrassVertexOutput o = (GrassVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainBillboardGrass (v.vertex, v.tangent.xy);
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// wave amount defined by the grass height
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float waveAmount = v.tangent.y;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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inline void InitializeSimpleLitSurfaceData(GrassVertexOutput input, out SurfaceData outSurfaceData)
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{
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half4 diffuseAlpha = SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex));
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half3 diffuse = diffuseAlpha.rgb * input.color.rgb;
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half alpha = diffuseAlpha.a * input.color.a;
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alpha = AlphaDiscard(alpha, _Cutoff);
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outSurfaceData = (SurfaceData)0;
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outSurfaceData.alpha = alpha;
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outSurfaceData.albedo = diffuse;
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outSurfaceData.metallic = 0.0; // unused
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outSurfaceData.specular = 0.1;// SampleSpecularSmoothness(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
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outSurfaceData.smoothness = input.posWSShininess.w;
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outSurfaceData.normalTS = 0.0; // unused
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outSurfaceData.occlusion = 1.0;
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outSurfaceData.emission = 0.0;
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}
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// Used for StandardSimpleLighting shader
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#ifdef TERRAIN_GBUFFER
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FragmentOutput LitPassFragmentGrass(GrassVertexOutput input)
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#else
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half4 LitPassFragmentGrass(GrassVertexOutput input) : SV_Target
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#endif
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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SurfaceData surfaceData;
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InitializeSimpleLitSurfaceData(input, surfaceData);
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InputData inputData;
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InitializeInputData(input, inputData);
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SETUP_DEBUG_TEXTURE_DATA_FOR_TEX(inputData, input.uv, _MainTex);
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#ifdef TERRAIN_GBUFFER
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half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
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return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
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#else
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half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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return half4(color.rgb, OutputAlpha(surfaceData.alpha, IsSurfaceTypeTransparent(_Surface)));
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#endif
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};
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struct GrassVertexDepthOnlyInput
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{
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GrassVertexDepthOnlyOutput
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{
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float2 uv : TEXCOORD0;
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half4 color : TEXCOORD1;
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeVertData(GrassVertexDepthOnlyInput input, inout GrassVertexDepthOnlyOutput vertData)
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{
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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vertData.uv = input.texcoord;
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vertData.clipPos = vertexInput.positionCS;
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}
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GrassVertexDepthOnlyOutput DepthOnlyVertex(GrassVertexDepthOnlyInput v)
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{
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GrassVertexDepthOnlyOutput o = (GrassVertexDepthOnlyOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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// MeshGrass v.color.a: 1 on top vertices, 0 on bottom vertices
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// _WaveAndDistance.z == 0 for MeshLit
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float waveAmount = v.color.a * _WaveAndDistance.z;
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o.color = TerrainWaveGrass(v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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GrassVertexDepthOnlyOutput DepthOnlyBillboardVertex(GrassVertexDepthOnlyInput v)
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{
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GrassVertexDepthOnlyOutput o = (GrassVertexDepthOnlyOutput) 0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TerrainBillboardGrass (v.vertex, v.tangent.xy);
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// wave amount defined by the grass height
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float waveAmount = v.tangent.y;
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o.color = TerrainWaveGrass (v.vertex, waveAmount, v.color);
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InitializeVertData(v, o);
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return o;
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}
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half4 DepthOnlyFragment(GrassVertexDepthOnlyOutput input) : SV_TARGET
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{
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)).a, input.color, _Cutoff);
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return input.clipPos.z;
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}
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#endif
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