float xll_saturate( float x) { return clamp( x, 0.0, 1.0); } struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; struct v2f { vec4 pos; vec2 uv; vec3 color; vec3 backContrib; vec3 nl; vec3 nh; }; uniform vec3 _TerrainTreeLightDirections[4]; uniform float _TranslucencyViewDependency; uniform mat4 _World2Object; uniform vec3 _WorldSpaceCameraPos; uniform vec4 unity_Scale; vec3 ObjSpaceViewDir( in vec4 v ); void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ); v2f vert( in appdata_full v ); vec3 ObjSpaceViewDir( in vec4 v ) { vec3 objSpaceCameraPos; objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w ); return (objSpaceCameraPos - v.xyz ); } void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) { float isBillboard; vec3 norb; vec3 tanb; isBillboard = (1.00000 - abs( tangent.w )); norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) )); tanb = vec3( normalize( ( vec4( tangent.xyz , 0.000000) * mat ) )); pos += (( vec4( normal.xy , 0.000000, 0.000000) * mat ) * isBillboard); normal = mix( normal, norb, vec3( isBillboard)); tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard)); } v2f vert( in appdata_full v ) { v2f o; vec3 viewDir; int j = 0; vec3 lightDir; float nl; float backContrib; vec3 h; float nh; ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uv = v.texcoord.xy ; viewDir = normalize( ObjSpaceViewDir( v.vertex) ); for ( ; (j < 3); ( j++ )) { lightDir = _TerrainTreeLightDirections[ j ]; nl = dot( v.normal, lightDir); backContrib = xll_saturate( dot( viewDir, ( -lightDir )) ); backContrib = mix( xll_saturate( ( -nl ) ), backContrib, _TranslucencyViewDependency); o.backContrib[ j ] = (backContrib * 2.00000); nl = max( 0.000000, ((nl * 0.600000) + 0.400000)); o.nl[ j ] = nl; h = normalize( (lightDir + viewDir) ); nh = max( 0.000000, dot( v.normal, h)); o.nh[ j ] = nh; } o.color = vec3( v.color.w ); return o; } attribute vec4 TANGENT; void main() { v2f 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( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.color, 0.0); gl_TexCoord[2] = vec4( xl_retval.backContrib, 0.0); gl_TexCoord[3] = vec4( xl_retval.nl, 0.0); gl_TexCoord[4] = vec4( xl_retval.nh, 0.0); }