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89 lines
2.8 KiB
89 lines
2.8 KiB
Shader "Unlit/SimpleSpeedTreeDots"
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{
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Properties
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{
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_col("Color", Color) = (0,1,1,1)
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_WindQuality("Wind Quality", Float) = 1
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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HLSLPROGRAM
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// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it uses non-square matrices
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#pragma exclude_renderers gles
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ DOTS_INSTANCING_ON
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float4x4 unity_MatrixVP;
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#define UNITY_MATRIX_VP unity_MatrixVP
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#define UNITY_MATRIX_M unity_ObjectToWorld
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#define UNITY_SETUP_DOTS_SH_COEFFS
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#define UNITY_SETUP_DOTS_RENDER_BOUNDS
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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struct appdata
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{
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float4 vertex : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _col;
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float _WindQuality;
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CBUFFER_END
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#ifdef UNITY_DOTS_INSTANCING_ENABLED
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UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float4, _col)
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UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
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#undef unity_ObjectToWorld
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UNITY_DOTS_INSTANCING_START(BuiltinPropertyMetadata)
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UNITY_DOTS_INSTANCED_PROP(float3x4, unity_ObjectToWorld)
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UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata)
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#define _col UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _col)
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#else
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CBUFFER_START(UnityPerDraw)
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float4x4 unity_ObjectToWorld;
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float4x4 unity_WorldToObject;
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float4 unity_LODFade;
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float4 unity_WorldTransformParams;
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CBUFFER_END
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#endif
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v2f vert (appdata v)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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v2f o;
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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o.vertex = mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(v.vertex)));
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return o;
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}
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float4 frag(v2f input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float4 c = _col;
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return c;
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}
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ENDHLSL
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}
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}
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}
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