struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct LeafSurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; vec3 Translucency; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec4 color; }; struct v2f_surf { vec4 pos; float fog; vec2 hip_pack0; vec4 lop_color; vec3 lightDir; vec3 viewDir; }; uniform vec4 _Color; uniform vec4 _MainTex_ST; uniform mat4 _Object2World; uniform vec4 _Scale; uniform float _SquashAmount; uniform vec4 _SquashPlaneNormal; uniform float _TimeX; uniform vec4 _Wind; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 _WorldSpaceLightPos0; uniform vec4 unity_Scale; vec4 Squash( in vec4 pos ); vec4 TriangleWave( in vec4 x ); vec4 SmoothCurve( in vec4 x ); vec4 SmoothTriangleWave( in vec4 x ); vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ); void TreeVertBark( inout appdata_full v ); void PositionFog( in vec4 v, out vec4 pos, out float fog ); vec3 ObjSpaceViewDir( in vec4 v ); vec3 ObjSpaceLightDir( in vec4 v ); v2f_surf vert_surf( in appdata_full v ); vec4 Squash( in vec4 pos ) { vec3 projectedVertex; vec3 planePoint; vec3 planeNormal; projectedVertex = pos.xyz ; planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000); planeNormal = _SquashPlaneNormal.xyz ; projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal); pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000); return pos; } vec4 TriangleWave( in vec4 x ) { return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) ); } vec4 SmoothCurve( in vec4 x ) { return ((x * x) * (3.00000 - (2.00000 * x))); } vec4 SmoothTriangleWave( in vec4 x ) { return SmoothCurve( TriangleWave( x)); } vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ) { float fDetailAmp = 0.100000; float fBranchAmp = 0.300000; float fObjPhase; float fBranchPhase; float fVtxPhase; vec2 vWavesIn; vec4 vWaves; vec2 vWavesSum; vec3 bend; fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000)); fBranchPhase = (fObjPhase + animParams.x ); fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase))); vWavesIn = (_TimeX + vec2( fVtxPhase, fBranchPhase)); vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000); vWaves = SmoothTriangleWave( vWaves); vWavesSum = (vWaves.xz + vWaves.yw ); bend = ((animParams.y * fDetailAmp) * normal.xyz ); bend.y = (animParams.w * fBranchAmp); pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w ); pos.xyz += (animParams.z * _Wind.xyz ); return pos; } void TreeVertBark( inout appdata_full v ) { v.vertex.xyz *= _Scale.xyz ; v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy )); v.vertex = Squash( v.vertex); v.color = vec4( (v.color.w * _Color.xyz ), _Color.w ); v.normal = normalize( v.normal ); v.tangent.xyz = normalize( v.tangent.xyz ); } void PositionFog( in vec4 v, out vec4 pos, out float fog ) { pos = ( gl_ModelViewProjectionMatrix * v ); fog = pos.z ; } vec3 ObjSpaceViewDir( in vec4 v ) { vec3 objSpaceCameraPos; objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w ); return (objSpaceCameraPos - v.xyz ); } vec3 ObjSpaceLightDir( in vec4 v ) { vec3 objSpaceLightPos; objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ; return objSpaceLightPos.xyz ; } v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; vec3 binormal; mat3 rotation; TreeVertBark( v); PositionFog( v.vertex, o.pos, o.fog); o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.lop_color = v.color; binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w ); rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z ); o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) ); o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) ); return o; } attribute vec4 TANGENT; varying vec4 xlv_FOG; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert_surf( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0); gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0); gl_FrontColor = vec4( xl_retval.lop_color); gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0); gl_TexCoord[2] = vec4( xl_retval.viewDir, 0.0); }