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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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Initial commit
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Alloy/Nature/SpeedTree Billboard" {
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Properties {
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// Global Settings
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[LM_TransparencyCutOff]
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_Cutoff ("'Opacity Cutoff' {Min:0, Max:1}", Float) = 0.5
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[MaterialEnum(None,0,Fastest,1)]
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_WindQuality ("'Wind Quality' {Dropdown:{None:{}, Fastest:{}}}", Float) = 0
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[Toggle(EFFECT_BUMP)]
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_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale}, NormalMaps:{}}}", Float) = 1
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// Main Textures
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_MainTextures ("'SpeedTree Textures' {Section:{Color:0}}", Float) = 0
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[LM_Albedo] [LM_Transparency]
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}, Controls:False}", 2D) = "white" {}
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[LM_NormalMap]
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_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
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_HueVariation ("'Hue Variation' {}", Color) = (1.0,0.5,0.0,0.1)
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// Main Properties
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_MainPhysicalProperties ("'SpeedTree Properties' {Section:{Color:1}}", Float) = 0
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_BumpScale ("'Normal Strength' {}", Float) = 1
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// Forward Rendering Options
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_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
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[ToggleOff]
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_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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[ToggleOff]
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_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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}
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// NOTE: Instancing disabled because it makes the billboard jump around wildly.
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SubShader {
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Tags {
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"Queue" = "AlphaTest"
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"IgnoreProjector" = "True"
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"RenderType" = "TransparentCutout"
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//"DisableBatching" = "LODFading"
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}
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LOD 400
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_HUE_VARIATION
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One
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ZWrite Off
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_HUE_VARIATION
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
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#include "Assets/Alloy/Shaders/Forward/Add.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER"
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Tags { "LightMode" = "ShadowCaster" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile_shadowcaster
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_SHADOWCASTER
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#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
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ENDCG
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}
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature EFFECT_HUE_VARIATION
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma multi_compile_prepassfinal
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_DEFERRED
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#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
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#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags { "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma multi_compile __ LOD_FADE_CROSSFADE
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#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_META
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#include "Assets/Alloy/Shaders/Definition/SpeedTreeBillboard.cginc"
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#include "Assets/Alloy/Shaders/Forward/Meta.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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CustomEditor "AlloyFieldBasedEditor"
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}
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